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Revision: 1.43
Committed: Fri Mar 26 01:04:44 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.42: +1 -1 lines
Log Message:
update copyright for up to 2010

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.29 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.27 *
4 root 1.43 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.42 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 root 1.27 *
8 root 1.39 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 root 1.27 *
13 root 1.28 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.27 *
18 root 1.39 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.27 *
22 root 1.29 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.15 */
24 elmex 1.1
25     /* This file deals with range related commands (casting, shooting,
26     * throwing, etc.
27     */
28    
29     #include <global.h>
30 root 1.13 #include <sproto.h>
31 elmex 1.1 #include <spells.h>
32     #include <skills.h>
33     #include <commands.h>
34    
35     /* Shows all spells that op knows. If params is supplied, the must match
36     * that. Given there is more than one skill, we can't supply break
37     * them down to cleric/wizardry.
38     */
39 root 1.5 static void
40     show_matching_spells (object *op, char *params)
41 elmex 1.1 {
42 root 1.5 object *spell;
43     char spell_sort[NROFREALSPELLS][MAX_BUF], tmp[MAX_BUF], *cp;
44     int num_found = 0, i;
45    
46     /* We go and see what spells the player has. We put them
47     * into the spell_sort array so that we can sort them -
48     * we prefix the skill in the name so that the sorting
49     * works better.
50     */
51 root 1.19 for (spell = op->inv; spell; spell = spell->below)
52 root 1.5 {
53     /* If it is a spell, and no params are passed, or they
54     * match the name, process this spell.
55     */
56     if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params))))
57     {
58     if (spell->path_attuned & op->path_denied)
59     {
60     sprintf (spell_sort[num_found++], "%s:%-22s %3s %3s", spell->skill ? &spell->skill : "generic", &spell->name, "den", "den");
61     }
62     else
63     {
64     sprintf (spell_sort[num_found++],
65     "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic",
66     &spell->name, spell->level, SP_level_spellpoint_cost (op, spell, SPELL_HIGHEST));
67 root 1.2 }
68     }
69 elmex 1.1 }
70 root 1.19
71 root 1.5 if (!num_found)
72     {
73     /* If a matching string was passed along, now try it without that
74     * string. It is odd to do something like 'cast trans',
75     * and it say you have no spells, when really, you do, but just
76     * nothing that matches.
77     */
78     if (params)
79     show_matching_spells (op, NULL);
80     else
81     new_draw_info (NDI_UNIQUE, 0, op, "You know no spells");
82     }
83     else
84     {
85     /* Note in the code below that we make some
86     * presumptions that there will be a colon in the
87     * string. given the code above, this is always
88     * the case.
89     */
90 root 1.16 qsort (spell_sort, num_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
91 root 1.5 strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */
92     for (i = 0; i < num_found; i++)
93     {
94     /* Different skill name, so print banner */
95     if (strncmp (tmp, spell_sort[i], strlen (tmp)))
96     {
97     strcpy (tmp, spell_sort[i]);
98     cp = strchr (tmp, ':');
99     *cp = '\0';
100     new_draw_info (NDI_UNIQUE, 0, op, "");
101     new_draw_info_format (NDI_UNIQUE, 0, op, "%s spells %.*s [lvl] [sp]", tmp, 12 - strlen (tmp), " ");
102 root 1.2 }
103 root 1.5 new_draw_info (NDI_UNIQUE, 0, op, strchr (spell_sort[i], ':') + 1);
104 root 1.2 }
105 elmex 1.1 }
106     }
107    
108     /* sets up to cast a spell. op is the caster, params is the spell name,
109     * and command is the first letter of the spell type (c=cast, i=invoke,
110     * p=prepare). Invoke casts a spell immediately, where as cast (and I believe
111     * prepare) just set up the range type.
112     */
113 root 1.41 static int
114 root 1.5 command_cast_spell (object *op, char *params, char command)
115 elmex 1.1 {
116 root 1.5 int castnow = 0;
117     char *cp;
118     object *spob;
119    
120     if (command == 'i')
121     castnow = 1;
122    
123     /* Remove control of the golem */
124 root 1.20 if (object *golem = op->contr->golem)
125 root 1.38 golem->drop_and_destroy ();
126 elmex 1.1
127 root 1.18 if (params)
128 root 1.5 {
129     int spellnumber = 0;
130    
131     if ((spellnumber = atoi (params)))
132 root 1.9 for (spob = op->inv; spob && spob->count != spellnumber; spob = spob->below)
133 root 1.6 /* nop */;
134 root 1.5 else
135     spob = lookup_spell_by_name (op, params);
136    
137     if (spob && spob->type == SPELL)
138     {
139     /* Now grab any extra data, if there is any. Forward pass
140     * any 'of' delimiter
141     */
142     if (spellnumber)
143     {
144     /* if we passed a number, the options start at the second word */
145     cp = strchr (params, ' ');
146     if (cp)
147     {
148     cp++;
149     if (!strncmp (cp, "of ", 3))
150     cp += 3;
151 root 1.2 }
152     }
153 root 1.20 else if (strlen (params) > strlen (spob->name))
154 root 1.5 {
155     cp = params + strlen (spob->name);
156     *cp = 0;
157     cp++;
158     if (!strncmp (cp, "of ", 3))
159     cp += 3;
160 root 1.2 }
161 root 1.5 else
162     cp = NULL;
163    
164 root 1.20 if (!spob->skill)
165     {
166     new_draw_info_format (NDI_UNIQUE, 0, op, "%s is a weird spell, please report it to the dungeon master!", &spob->name);
167     LOG (llevError, "spell without skill found: %s", spob->debug_desc ());
168     return 1;
169     }
170    
171     object *skill = find_skill_by_name (op, spob->skill);
172    
173     if (!skill)
174 root 1.5 {
175 root 1.31 op->failmsg (format ("You need the skill %s to cast %s!", &spob->skill, &spob->name));
176 root 1.5 return 1;
177     }
178    
179 root 1.32 splay (spob);
180    
181 root 1.5 if (castnow)
182 root 1.6 cast_spell (op, op, op->facing, spob, cp);
183 root 1.5 else
184     {
185 root 1.33 if (op->contr->ranged_ob)
186     if (op->contr->ranged_ob->flag [FLAG_APPLIED])
187     apply_special (op, op->contr->ranged_ob, AP_UNAPPLY);
188     else
189     op->contr->ranged_ob = 0;
190 root 1.30
191 root 1.31 if (op->contr->ranged_ob)
192     op->failmsg (format ("You have to unapply the %s first to ready a spell.", &op->contr->ranged_ob->name));
193     else
194     {
195     op->change_weapon (op->contr->ranged_ob = spob);
196    
197     assign (op->contr->spellparam, cp ? cp : "");
198     op->statusmsg (format ("You ready the spell %s", &spob->name));
199     }
200 root 1.2 }
201 root 1.6
202 root 1.5 return 0;
203     } /* else fall through to below and print spells */
204     } /* params supplied */
205    
206     /* We get here if cast was given without options or we could not find
207     * the requested spell. List all the spells the player knows.
208     */
209 root 1.22 new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:");
210 root 1.5 show_matching_spells (op, params);
211 root 1.22
212 root 1.5 return 1;
213 elmex 1.1 }
214    
215 root 1.40 int
216     command_invoke (object *op, char *params)
217     {
218     return command_cast_spell (op, params, 'i');
219     }
220    
221     int
222     command_cast (object *op, char *params)
223     {
224     return command_cast_spell (op, params, 'c');
225     }
226    
227     int
228     command_prepare (object *op, char *params)
229     {
230     return command_cast_spell (op, params, 'p');
231     }
232    
233 elmex 1.1 /**************************************************************************/
234    
235 root 1.41 static void
236 root 1.5 change_spell (object *op, char k)
237     {
238 root 1.23 if (op->contr->combat_ob == op->current_weapon)
239     {
240     if (op->contr->ranged_ob)
241 root 1.25 op->change_weapon (op->contr->ranged_ob);
242 root 1.23 }
243     else if (op->contr->ranged_ob == op->current_weapon)
244     {
245     if (op->contr->combat_ob)
246 root 1.25 op->change_weapon (op->contr->combat_ob);
247 root 1.23 }
248    
249 root 1.20 //TODO: maybe switch to golem, if any?
250 elmex 1.1 }
251    
252 root 1.5 int
253     command_rotateshoottype (object *op, char *params)
254 elmex 1.1 {
255     if (!params)
256 root 1.5 change_spell (op, '+');
257 elmex 1.1 else
258 root 1.5 change_spell (op, params[0]);
259 root 1.19
260 elmex 1.1 return 0;
261     }