public boolean invoke(MOB mob, Vector commands, Physical givenTarget, boolean auto, int asLevel) { MOB target = this.getTarget(mob, commands, givenTarget); if (target == null) return false; Room R = CMLib.map().roomLocation(target); if (R == null) R = mob.location(); // the invoke method for spells receives as // parameters the invoker, and the REMAINING // command line parameters, divided into words, // and added as String objects to a vector. if (!super.invoke(mob, commands, givenTarget, auto, asLevel)) return false; if ((auto) && (givenTarget != null) && (givenTarget instanceof MOB)) target = (MOB) givenTarget; // now see if it worked boolean success = proficiencyCheck(mob, 0, auto); if (success) { // it worked, so build a copy of this ability, // and add it to the affects list of the // affected MOB. Then tell everyone else // what happened. CMMsg msg = CMClass.getMsg( mob, target, this, verbalCastCode(mob, target, auto), auto ? "" : "^S<S-NAME> speak(s) and gesture(s) to <T-NAMESELF>.^?"); if (R.okMessage(mob, msg)) { R.send(mob, msg); R.show(target, null, CMMsg.MSG_OK_VISUAL, "<S-NAME> seem(s) much more likeable!"); beneficialAffect(mob, target, asLevel, 0); } } else return beneficialWordsFizzle( mob, target, "<S-NAME> incant(s) gracefully to <T-NAMESELF>, but nothing more happens."); // return whether it worked return success; }
public boolean okMessage(Environmental host, CMMsg msg) { if (!super.okMessage(host, msg)) return false; Room R = msg.source().location(); if ((host instanceof Area) && (R != null) && (R.getArea() != host)) return true; int weather = weather(host, R); // first handle the effect of storms on ranged // weapons if ((msg.targetMinor() == CMMsg.TYP_WEAPONATTACK) && (msg.source().rangeToTarget() != 0) && (msg.tool() instanceof Item) && (!(msg.tool() instanceof Electronics)) && ((msg.sourceMinor() == CMMsg.TYP_THROW) || ((msg.tool() instanceof Weapon) && ((((Weapon) msg.tool()).weaponClassification() == Weapon.CLASS_RANGED) || (((Weapon) msg.tool()).weaponClassification() == Weapon.CLASS_THROWN))))) { switch (weather) { case Climate.WEATHER_WINDY: case Climate.WEATHER_THUNDERSTORM: case Climate.WEATHER_BLIZZARD: case Climate.WEATHER_DUSTSTORM: { if ((CMLib.dice().rollPercentage() < windsheer) && (R != null)) { R.show( msg.source(), msg.target(), msg.tool(), CMMsg.MSG_OK_ACTION, "^WThe strong wind blows <S-YOUPOSS> attack against <T-NAMESELF> with <O-NAME> off target.^?"); return false; } break; } } } // then try to handle slippage in wet weather if (((msg.sourceMajor(CMMsg.MASK_MOVE))) && (R != null)) { String what = null; switch (weather) { case Climate.WEATHER_BLIZZARD: case Climate.WEATHER_SNOW: if (CMLib.dice().rollPercentage() < snowSlipChance) what = "cold wet"; break; case Climate.WEATHER_RAIN: case Climate.WEATHER_THUNDERSTORM: if (CMLib.dice().rollPercentage() < rainSlipChance) what = "slippery wet"; break; case Climate.WEATHER_SLEET: if (CMLib.dice().rollPercentage() < sleetSlipChance) what = "icy"; break; } if ((what != null) && (!CMLib.flags().isInFlight(msg.source())) && (R.domainType() != Room.DOMAIN_OUTDOORS_AIR) && (R.domainType() != Room.DOMAIN_OUTDOORS_WATERSURFACE) && (R.domainType() != Room.DOMAIN_OUTDOORS_UNDERWATER) && (CMLib.dice().rollPercentage() > ((msg.source().charStats().getStat(CharStats.STAT_DEXTERITY) * 3) + 25))) { int oldDisposition = msg.source().basePhyStats().disposition(); oldDisposition = oldDisposition & (~(PhyStats.IS_SLEEPING | PhyStats.IS_SNEAKING | PhyStats.IS_SITTING)); msg.source().basePhyStats().setDisposition(oldDisposition | PhyStats.IS_SITTING); msg.source().recoverPhyStats(); R.show( msg.source(), null, CMMsg.MSG_OK_ACTION, "^W<S-NAME> slip(s) on the " + what + " ground.^?"); return false; } } if ((R != null) && (weather == Climate.WEATHER_BLIZZARD)) { Ability A = CMClass.getAbility("Spell_ObscureSelf"); if (A != null) { A.setAffectedOne(msg.source()); if (!A.okMessage(msg.source(), msg)) return false; } } return true; }