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elmex |
1.1 |
/* |
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* static char *rcsid_c_range_c = |
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root |
1.3 |
* "$Id: c_range.C,v 1.2 2006-08-29 08:01:37 root Exp $"; |
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elmex |
1.1 |
*/ |
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/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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/* This file deals with range related commands (casting, shooting, |
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* throwing, etc. |
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*/ |
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#include <global.h> |
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#ifndef __CEXTRACT__ |
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#include <sproto.h> |
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#endif |
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#include <spells.h> |
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#include <skills.h> |
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#include <newclient.h> |
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#include <commands.h> |
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int command_invoke(object *op, char *params) |
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{ |
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root |
1.2 |
return command_cast_spell(op, params, 'i'); |
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elmex |
1.1 |
} |
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int command_cast(object *op, char *params) |
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{ |
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1.2 |
return command_cast_spell(op, params, 'c'); |
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elmex |
1.1 |
} |
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int command_prepare(object *op, char *params) |
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{ |
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1.2 |
return command_cast_spell(op, params, 'p'); |
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elmex |
1.1 |
} |
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/* Shows all spells that op knows. If params is supplied, the must match |
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* that. Given there is more than one skill, we can't supply break |
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* them down to cleric/wizardry. |
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*/ |
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static void show_matching_spells(object *op, char *params) |
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{ |
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object *spell; |
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char spell_sort[NROFREALSPELLS][MAX_BUF], tmp[MAX_BUF], *cp; |
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int num_found=0, i; |
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/* We go and see what spells the player has. We put them |
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* into the spell_sort array so that we can sort them - |
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* we prefix the skill in the name so that the sorting |
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* works better. |
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*/ |
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for (spell=op->inv; spell!=NULL; spell=spell->below) { |
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1.2 |
/* If it is a spell, and no params are passed, or they |
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* match the name, process this spell. |
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*/ |
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if (spell->type == SPELL && |
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(!params || !strncmp(params, spell->name, strlen(params)))) { |
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if (spell->path_attuned & op->path_denied) { |
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sprintf(spell_sort[num_found++], |
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1.3 |
"%s:%-22s %3s %3s", spell->skill ? &spell->skill : "generic", |
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&spell->name, "den", "den"); |
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} else { |
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sprintf(spell_sort[num_found++], |
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"%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic", |
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&spell->name, spell->level, |
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SP_level_spellpoint_cost(op,spell, SPELL_HIGHEST)); |
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} |
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} |
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elmex |
1.1 |
} |
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if (!num_found) { |
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/* If a matching string was passed along, now try it without that |
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* string. It is odd to do something like 'cast trans', |
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* and it say you have no spells, when really, you do, but just |
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* nothing that matches. |
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*/ |
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if (params) |
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show_matching_spells(op, NULL); |
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else |
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new_draw_info(NDI_UNIQUE, 0, op, "You know no spells"); |
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elmex |
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} else { |
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/* Note in the code below that we make some |
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* presumptions that there will be a colon in the |
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* string. given the code above, this is always |
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* the case. |
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*/ |
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qsort(spell_sort, num_found, MAX_BUF, (int (*)(const void*, const void*))strcmp); |
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strcpy(tmp,"asdfg"); /* Dummy string so initial compare fails */ |
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for (i=0; i<num_found; i++) { |
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/* Different skill name, so print banner */ |
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if (strncmp(tmp, spell_sort[i], strlen(tmp))) { |
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strcpy(tmp, spell_sort[i]); |
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cp = strchr(tmp, ':'); |
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*cp = '\0'; |
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new_draw_info(NDI_UNIQUE, 0, op, ""); |
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new_draw_info_format(NDI_UNIQUE, 0,op,"%s spells %.*s [lvl] [sp]", |
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tmp, 12-strlen(tmp), " "); |
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} |
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new_draw_info(NDI_UNIQUE, 0, op, strchr(spell_sort[i], ':') + 1); |
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} |
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elmex |
1.1 |
} |
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} |
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/* sets up to cast a spell. op is the caster, params is the spell name, |
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* and command is the first letter of the spell type (c=cast, i=invoke, |
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* p=prepare). Invoke casts a spell immediately, where as cast (and I believe |
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* prepare) just set up the range type. |
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*/ |
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int command_cast_spell (object *op, char *params, char command) |
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{ |
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int castnow=0; |
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char *cp; |
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object *spob; |
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if (command=='i') castnow = 1; |
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/* Remove control of the golem */ |
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if(op->contr->ranges[range_golem]!=NULL) { |
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1.2 |
if (op->contr->golem_count == op->contr->ranges[range_golem]->count) { |
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remove_friendly_object(op->contr->ranges[range_golem]); |
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remove_ob(op->contr->ranges[range_golem]); |
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free_object(op->contr->ranges[range_golem]); |
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} |
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elmex |
1.1 |
op->contr->ranges[range_golem]=NULL; |
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root |
1.2 |
op->contr->golem_count = 0; |
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elmex |
1.1 |
} |
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if(params!=NULL) { |
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root |
1.2 |
int spellnumber = 0; |
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if (spellnumber = atoi(params)) |
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for (spob = op->inv; spob && spob->count != spellnumber; spob=spob->below); |
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else spob = lookup_spell_by_name(op, params); |
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if (spob && spob->type == SPELL) { |
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/* Now grab any extra data, if there is any. Forward pass |
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* any 'of' delimiter |
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*/ |
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if (spellnumber) { |
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/* if we passed a number, the options start at the second word */ |
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cp = strchr(params, ' '); |
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if (cp) { |
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cp++; |
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if (!strncmp(cp, "of ", 3)) cp+=3; |
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} |
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} |
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else if (strlen(params) > strlen(spob->name)) { |
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cp = params + strlen(spob->name); |
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*cp = 0; |
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cp++; |
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if (!strncmp(cp, "of ", 3)) cp+=3; |
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} else |
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cp = NULL; |
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if (spob->skill && !find_skill_by_name(op, spob->skill)) { |
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new_draw_info_format(NDI_UNIQUE, 0, op, |
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"You need the skill %s to cast %s!", |
180 |
root |
1.3 |
&spob->skill, &spob->name); |
181 |
root |
1.2 |
return 1; |
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} |
183 |
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184 |
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if (castnow) { |
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cast_spell(op,op,op->facing,spob,cp); |
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} else { |
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op->contr->ranges[range_magic] = spob; |
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op->contr->shoottype = range_magic; |
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if(cp != NULL) { |
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strncpy(op->contr->spellparam, cp, MAX_BUF); |
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op->contr->spellparam[MAX_BUF-1] = '\0'; |
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} else { |
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op->contr->spellparam[0] = '\0'; |
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} |
195 |
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new_draw_info_format(NDI_UNIQUE, 0, op, |
196 |
root |
1.3 |
"You ready the spell %s", &spob->name); |
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root |
1.2 |
} |
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return 0; |
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} /* else fall through to below and print spells */ |
200 |
elmex |
1.1 |
} /* params supplied */ |
201 |
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/* We get here if cast was given without options or we could not find |
203 |
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* the requested spell. List all the spells the player knows. |
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*/ |
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new_draw_info(NDI_UNIQUE, 0,op,"Cast what spell? Choose one of:"); |
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show_matching_spells(op, params); |
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return 1; |
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} |
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210 |
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/**************************************************************************/ |
211 |
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212 |
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/* Returns TRUE if the range specified (int r) is legal - that is, |
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* the character has an item that is equipped for that range type. |
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* return 0 if there is no item of that range type that is usable. |
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* This function could probably be simplified, eg, everything |
216 |
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* should index into the ranges[] array. |
217 |
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*/ |
218 |
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219 |
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int legal_range(object *op,int r) { |
220 |
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221 |
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switch(r) { |
222 |
root |
1.2 |
case range_none: /* "Nothing" is always legal */ |
223 |
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return 1; |
224 |
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case range_bow: |
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case range_misc: |
226 |
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case range_magic: /* cast spells */ |
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if (op->contr->ranges[r]) return 1; |
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else return 0; |
229 |
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230 |
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case range_golem: /* Use scrolls */ |
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if (op->contr->ranges[range_golem] && |
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op->contr->ranges[range_golem]->count == op->contr->golem_count) |
233 |
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return 1; |
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else |
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return 0; |
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case range_skill: |
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if (op->chosen_skill) |
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return 1; |
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else |
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return 0; |
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elmex |
1.1 |
} |
243 |
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/* No match above, must not be valid */ |
244 |
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return 0; |
245 |
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} |
246 |
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247 |
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void change_spell(object *op,char k) { |
248 |
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do { |
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root |
1.2 |
op->contr->shoottype = (rangetype) (op->contr->shoottype + ((k == '+') ? 1 : -1)); |
251 |
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if(op->contr->shoottype >= range_size) |
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op->contr->shoottype = range_none; |
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else if (op->contr->shoottype <= range_bottom) |
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op->contr->shoottype = (rangetype)(range_size-1); |
255 |
elmex |
1.1 |
} while (!legal_range(op,op->contr->shoottype)); |
256 |
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257 |
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/* Legal range has already checked that we have an appropriate item |
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* that uses the slot, so we don't need to be too careful about |
259 |
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* checking the status of the object. |
260 |
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*/ |
261 |
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switch(op->contr->shoottype) { |
262 |
root |
1.2 |
case range_none: |
263 |
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new_draw_info(NDI_UNIQUE, 0,op, "No ranged attack chosen."); |
264 |
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break; |
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266 |
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case range_golem: |
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new_draw_info(NDI_UNIQUE, 0,op, "You regain control of your golem."); |
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break; |
269 |
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case range_bow: |
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new_draw_info_format(NDI_UNIQUE, 0,op, "Switched to %s and %s.", query_name(op->contr->ranges[range_bow]), |
272 |
root |
1.3 |
op->contr->ranges[range_bow]->race ? &op->contr->ranges[range_bow]->race : "nothing"); |
273 |
root |
1.2 |
break; |
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case range_magic: |
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new_draw_info_format(NDI_UNIQUE, 0,op,"Switched to spells (%s).", |
277 |
root |
1.3 |
&op->contr->ranges[range_magic]->name); |
278 |
root |
1.2 |
break; |
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280 |
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case range_misc: |
281 |
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new_draw_info_format(NDI_UNIQUE, 0,op, "Switched to %s.", query_base_name(op->contr->ranges[range_misc], 0)); |
282 |
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break; |
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284 |
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case range_skill: |
285 |
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new_draw_info_format(NDI_UNIQUE, 0,op, "Switched to skill: %s", op->chosen_skill ? |
286 |
root |
1.3 |
&op->chosen_skill->name : "none"); |
287 |
root |
1.2 |
break; |
288 |
elmex |
1.1 |
|
289 |
root |
1.2 |
default: |
290 |
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break; |
291 |
elmex |
1.1 |
} |
292 |
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} |
293 |
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294 |
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295 |
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int command_rotateshoottype (object *op, char *params) |
296 |
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{ |
297 |
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if (!params) |
298 |
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change_spell(op,'+'); |
299 |
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else |
300 |
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change_spell(op, params[0]); |
301 |
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return 0; |
302 |
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} |
303 |
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