/// <summary> /// Check for use of Direct targeted spells (TargetType.singleCharacterOffensive) /// </summary> /// <param name="ch"></param> /// <param name="victim"></param> /// <param name="spell"></param> /// <param name="percent"></param> /// <returns></returns> public static bool CheckOffensive( CharData ch, CharData victim, Spell spell, int percent ) { if (ch == null) return false; string buf = String.Format("CheckOffensive: spell ({0})'{1}'", spell, spell.Name); Log.Trace( buf ); if( spell == null ) return false; if( ch.HasSpell(spell) && ( MUDMath.NumberPercent() < percent ) ) { if (spell.ValidTargets != TargetType.singleCharacterOffensive && spell.ValidTargets != TargetType.none && spell.ValidTargets != TargetType.singleCharacterRanged) Log.Error( "Check_spellup: Mob casting spell {0} which is neither _targetType offensive nor ignore.a", spell ); SocketConnection.Act( "$n&n starts casting...", ch, null, null, SocketConnection.MessageTarget.room ); ch.SetAffectBit( Affect.AFFECT_CASTING ); CastData caster = new CastData(); caster.Who = ch; caster.Eventdata = Event.CreateEvent(Event.EventType.spell_cast, spell.CastingTime, ch, victim, spell); Database.CastList.Add( caster ); return true; } return false; }
// This _function should prevent a mob from spamming // spellups on itself if it is already affected by the spell. // in the Spellup() _function, checks for Affect.AFFECT_WHATEVER // still need to be done. - Xangis static bool CheckSpellup( CharData ch, string name, int percent ) { if (ch == null) return false; if (String.IsNullOrEmpty(name)) return false; Spell spell = Spell.SpellList[name]; if (spell == null) { return false; } // Keep mobs from casting spells they are affected by if( ch.HasAffect( Affect.AffectType.spell, spell ) ) return false; if( ( ch.HasSpell( name ) ) && ( MUDMath.NumberPercent() < percent ) ) { if (spell.ValidTargets != TargetType.singleCharacterDefensive && spell.ValidTargets != TargetType.self) Log.Error( "CheckSpellup: Mob casting spell {0} which is neither TargetType.self nor TargetType.defensive.", spell ); SocketConnection.Act( "$n&n starts casting...", ch, null, null, SocketConnection.MessageTarget.room ); ch.SetAffectBit( Affect.AFFECT_CASTING ); CastData caster = new CastData(); caster.Who = ch; caster.Eventdata = Event.CreateEvent(Event.EventType.spell_cast, spell.CastingTime, ch, ch, spell); Database.CastList.Add( caster ); return true; } return false; }
/// <summary> /// Called by the cast function to process a spell's targets and react accordingly. /// </summary> /// <param name="ch"></param> /// <param name="spell"></param> /// <param name="argument"></param> private static void ProcessSpellTargets(CharData ch, Spell spell, string argument) { Object obj = null; Target target = null; CharData victim = null; if (!ch.IsClass(CharClass.Names.bard)) switch (spell.ValidTargets) { default: Log.Error("Magic.Cast: bad target type for spell {0}. Type is: {1}", spell.Name, spell.ValidTargets.ToString()); return; case TargetType.none: target = new Target(argument); break; case TargetType.singleCharacterWorld: victim = ch.GetCharWorld(argument); if (victim == null) { ch.SendText("Cast the spell on whom?\r\n"); return; } target = new Target(victim); break; case TargetType.trap: ch.SendText("You cannot cast a trap!\r\n"); return; case TargetType.singleCharacterOffensive: if (String.IsNullOrEmpty(argument)) { victim = ch.Fighting; if (victim == null) { if (ch.IsClass(CharClass.Names.psionicist)) ch.SendText("Will the spell upon whom?\r\n"); else ch.SendText("Cast the spell upon whom?\r\n"); return; } } else { victim = ch.GetCharRoom(argument); if (!victim) { ch.SendText("They aren't here.\r\n"); return; } } if (ch.IsAffected( Affect.AFFECT_CHARM) && ch.Master == victim) { ch.SendText("You can't do that to your master!.\r\n"); return; } if (Combat.IsSafe(ch, victim)) return; // Combat.IsSafe could wipe out victim, as it calls procs if a boss // check and see that victim is still valid if (!victim) return; Crime.CheckAttemptedMurder(ch, victim); target = new Target(victim); ch.BreakInvisibility(); break; case TargetType.singleCharacterDefensive: if (String.IsNullOrEmpty(argument)) { victim = ch; } else { victim = ch.GetCharRoom(argument); if (victim == null) { ch.SendText("They aren't here.\r\n"); return; } } target = new Target(victim); break; case TargetType.self: if (!String.IsNullOrEmpty(argument) && !MUDString.NameContainedIn(argument, ch.Name) && "me".Equals(argument, StringComparison.CurrentCultureIgnoreCase) && "self".Equals(argument, StringComparison.CurrentCultureIgnoreCase)) { ch.SendText("You cannot cast this spell on another.\r\n"); return; } target = new Target(ch); break; case TargetType.objectInInventory: if (String.IsNullOrEmpty(argument)) { ch.SendText("What item should the spell be cast upon?\r\n"); return; } obj = ch.GetObjCarrying(argument); if (obj == null) { ch.SendText("You are not carrying that.\r\n"); return; } target = new Target(obj); break; case TargetType.objectInRoom: if (String.IsNullOrEmpty(argument)) { ch.SendText("What should the spell be cast upon?\r\n"); return; } obj = ch.GetObjHere(argument); if (obj == null) { ch.SendText("You do not see that here.\r\n"); return; } target = new Target(obj); break; case TargetType.objectCorpse: target = new Target(argument); break; case TargetType.objectOrCharacter: if (String.IsNullOrEmpty(argument)) { if (ch.Fighting != null) victim = ch.Fighting; else { ch.SendText("Cast upon what?\r\n"); return; } } else if (!(victim = ch.GetCharRoom(argument))) { obj = ch.GetObjHere(argument); } if (victim != null) { target = new Target(victim); } else if (obj != null) { target = new Target(obj); } else { ch.SendText("You do not see that here.\r\n"); return; } break; case TargetType.singleCharacterRanged: if (String.IsNullOrEmpty(argument)) { victim = ch.Fighting; if (victim == null) { ch.SendText("Cast the spell on whom?\r\n"); return; } } else { victim = ch.GetCharRoom(argument); if (!victim) { ch.SendText("They aren't here.\r\n"); return; } // Ranged combat. // // TODO: FIXME: The next line does not successfully get the required argument. //int dir = Movement.FindExit(ch, arg3); //if (ch._level >= Limits.LEVEL_IMMORTAL) //{ // buf = String.Format("Looking for {0} to the {1}.\r\n", arg2, arg3); // ch.SendText(buf); //} //if (ch._inRoom._exitData[dir].HasFlag(Exit.ExitFlags.walled) // || ch._inRoom._exitData[dir].HasFlag(Exit.ExitFlags.blocked) // || ch._inRoom._exitData[dir].HasFlag(Exit.ExitFlags.secret) // || ch._inRoom._exitData[dir].HasFlag(Exit.ExitFlags.closed) // || !ch._inRoom._exitData[dir]._targetRoom // || ch._inRoom._area != ch._inRoom._exitData[dir]._targetRoom._area) //{ // ch.SendText("You see nothing in that direction.\r\n"); // return; //} //room2 = Movement.FindRoom(ch, arg3); //if (room2 == null) //{ // ch.SendText("You see nothing in that direction.\r\n"); // return; //} //victim = CharData.GetCharAtRoom(room2, ch, arg2); //if (victim == null) //{ // Room room3; // if (room2._exitData[dir] && ((room3 = Room.GetRoom(room2._exitData[dir]._vnum))) && // spell == Spell.SpellList["fireball"]) // { // victim = CharData.GetCharAtRoom(room3, ch, arg2); // } //} //if (victim == null) //{ // ch.SendText("They aren't here.\r\n"); // return; //} //} //end else } //end else if (ch.IsAffected(Affect.AFFECT_CHARM) && ch.Master == victim) { ch.SendText("You can't do that to your master!.\r\n"); return; } if (Combat.IsSafe(ch, victim)) return; // Combat.IsSafe could wipe out victim, as it calls procs if a boss // check and see that victim is still valid if (!victim) return; Crime.CheckAttemptedMurder(ch, victim); target = new Target(victim); ch.BreakInvisibility(); break; } int beats = 0; // For quick chant if (!ch.IsClass(CharClass.Names.bard) && !ch.IsClass(CharClass.Names.psionicist)) { ch.SendText( "You begin casting...\r\n" ); if( "ventriloquate".Equals(spell.Name, StringComparison.CurrentCultureIgnoreCase )) { if( spell.ValidTargets == TargetType.singleCharacterOffensive || spell.ValidTargets == TargetType.singleCharacterRanged ) SocketConnection.Act( "$n&n begins casting an offensive spell...", ch, null, null, SocketConnection.MessageTarget.room ); else SocketConnection.Act( "$n&n begins casting...", ch, null, null, SocketConnection.MessageTarget.room ); } beats = spell.CastingTime; } else if (ch.IsClass(CharClass.Names.bard)) { ch.SendText( "You begin singing...\r\n" ); SocketConnection.Act( "$n&n starts singing...", ch, null, null, SocketConnection.MessageTarget.room ); beats = 0; } if (!ch.IsClass(CharClass.Names.psionicist) && !ch.IsClass(CharClass.Names.bard)) { // Characters with int of 110 have normal memtimes. // int of 100 worsens casting times by 10% // with an int of 55 casting times are doubled. // This may seem a bit harsh, but keep in mind any // casters are very likely to have an int above 100, as it // is their prime requisite. 120 is the max int for Grey Elves // to start. if (ch.IsClass(CharClass.Names.cleric) || ch.IsClass(CharClass.Names.druid) || ch.IsClass(CharClass.Names.paladin) || ch.IsClass(CharClass.Names.antipaladin)) { beats = ( beats * 110 ) / ch.GetCurrWis(); } else if (ch.IsClass( CharClass.Names.shaman)) { beats = ( beats * 330 ) / ( ch.GetCurrInt() + ( ch.GetCurrWis() * 2 ) ); } else { beats = ( beats * 110 ) / ch.GetCurrInt(); } if( ch.CheckSkill("quick chant", PracticeType.only_on_success) ) { beats = beats / 2; } /* * A check for impossibly long cast times...came about from a player * trying to cast when feebleminded. 100 casting time is arbitrary. */ if( beats > 100 ) { ch.SendText( "Forget it! In your present state you haven't a dream of success.\r\n" ); return; } ch.WaitState( beats ); if( CheckHypnoticPattern( ch ) ) { return; } CastData caster = new CastData(); caster.Who = ch; caster.Eventdata = Event.CreateEvent( Event.EventType.spell_cast, beats, ch, target, spell ); Database.CastList.Add( caster ); ch.SetAffectBit( Affect.AFFECT_CASTING ); } else if (ch.IsClass( CharClass.Names.psionicist)) { ch.WaitState( beats ); if( CheckHypnoticPattern( ch ) ) { return; } ch.PracticeSpell( spell ); int mana = 0; if( !ch.IsImmortal() && !ch.IsNPC() && ch.Level < ( spell.SpellCircle[ (int)ch.CharacterClass.ClassNumber ] * 4 + 1 ) && MUDMath.NumberPercent() > ((PC)ch).SpellAptitude[spell.Name]) { ch.SendText( "You lost your concentration.\r\n" ); SocketConnection.Act( "&+r$n&n&+r's face flushes white for a moment.&n", ch, null, null, SocketConnection.MessageTarget.room ); ch.CurrentMana -= mana / 2; } else { ch.CurrentMana -= mana; string buf = String.Format( "Spell {0} ({1}) being willed by {2}", spell, spell.Name, ch.Name ); Log.Trace( buf ); ch.SetAffectBit( Affect.AFFECT_CASTING ); FinishSpell( ch, spell, target ); } if( ch.CurrentPosition > Position.sleeping && ch.CurrentMana < 0 ) { ch.WaitState( 2 * Event.TICK_PER_SECOND ); ch.SendText( "&+WThat last spe&+wll w&+Las a _bitvector&+l much...&n\r\n" ); ch.CurrentPosition = Position.standing; ch.Fighting = null; SocketConnection.Act( "$n&n collapses from exhaustion&n.", ch, null, null, SocketConnection.MessageTarget.room ); ch.CurrentPosition = Position.sleeping; } if( spell.ValidTargets == TargetType.singleCharacterOffensive && victim && victim.Master != ch && victim != ch && victim.IsAwake() ) { foreach( CharData roomChar in ch.InRoom.People ) { if( victim == roomChar && !victim.Fighting ) { victim.AttackCharacter( ch ); break; } } } } else if( ch.IsClass(CharClass.Names.bard )) { ch.WaitState( 0 ); // Create an event to handle the spell CastData caster = new CastData(); caster.Who = ch; caster.Eventdata = Event.CreateEvent( Event.EventType.bard_song, Event.TICK_SONG, ch, target, spell ); caster.Eventdata = Event.CreateEvent( Event.EventType.bard_song, Event.TICK_SONG * 2, ch, target, spell); caster.Eventdata = Event.CreateEvent( Event.EventType.bard_song, Event.TICK_SONG * 3, ch, target, spell); caster.Eventdata = Event.CreateEvent( Event.EventType.bard_song, Event.TICK_SONG * 4, ch, target, spell); caster.Eventdata = Event.CreateEvent( Event.EventType.bard_song, Event.TICK_SONG * 5, ch, target, spell); Database.CastList.Add( caster ); ch.SetAffectBit( Affect.AFFECT_SINGING ); } return; }