using System; using System.Collections; using System.Collections.Generic; using Server.Misc; using Server.Targeting; using Server.Network; namespace Server.Spells.Sixth { public class RevealSpell : MagerySpell { private static SpellInfo m_Info = new SpellInfo( "Reveal", "Wis Quas", 206, 9002, Reagent.Bloodmoss, Reagent.SulfurousAsh ); public override SpellCircle Circle { get { return SpellCircle.Sixth; } } public RevealSpell( Mobile caster, Item scroll ) : base( caster, scroll, m_Info ) { } public override void OnCast() { Caster.Target = new InternalTarget( this ); } public void Target( IPoint3D p ) { if ( !Caster.CanSee( p ) ) { Caster.SendLocalizedMessage( 500237 ); // Target can not be seen. } else if ( CheckSequence() ) { SpellHelper.Turn( Caster, p ); SpellHelper.GetSurfaceTop( ref p ); List targets = new List(); Map map = Caster.Map; if ( map != null ) { Caster.CheckSkill( SkillName.Concentration, 0.0, 100.0 ); // PASSIVE CHECK IPooledEnumerable eable = map.GetMobilesInRange( new Point3D( p ), 1 + (int)(Caster.Skills[SkillName.Magery].Value / 20.0) + (int)(Caster.Skills[SkillName.Concentration].Value / 20.0) ); foreach ( Mobile m in eable ) { if ( m.Hidden && (m.AccessLevel == AccessLevel.Player || Caster.AccessLevel > m.AccessLevel) && CheckDifficulty( Caster, m ) ) targets.Add( m ); } eable.Free(); } for ( int i = 0; i < targets.Count; ++i ) { Mobile m = targets[i]; m.RevealingAction(); m.FixedParticles( 0x375A, 9, 20, 5049, EffectLayer.Head ); m.PlaySound( 0x1FD ); } } FinishSequence(); } // Reveal uses magery and detect hidden vs. hide and stealth private static bool CheckDifficulty( Mobile from, Mobile m ) { // Reveal always reveals vs. invisibility spell if ( InvisibilitySpell.HasTimer( m ) ) return true; int magery = from.Skills[SkillName.Magery].Fixed; int search = from.Skills[SkillName.Searching].Fixed; int hiding = m.Skills[SkillName.Hiding].Fixed; int stealth = m.Skills[SkillName.Stealth].Fixed; int divisor = hiding + stealth; int chance; if ( divisor > 0 ) chance = 50 * (magery + search) / divisor; else chance = 100; return chance > Utility.Random( 100 ); } private class InternalTarget : Target { private RevealSpell m_Owner; public InternalTarget( RevealSpell owner ) : base( 12, true, TargetFlags.None ) { m_Owner = owner; } protected override void OnTarget( Mobile from, object o ) { IPoint3D p = o as IPoint3D; if ( p != null ) m_Owner.Target( p ); } protected override void OnTargetFinish( Mobile from ) { m_Owner.FinishSequence(); } } } }