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Revision: 1.6
Committed: Tue Sep 12 17:23:01 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.5: +9 -11 lines
Log Message:
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File Contents

# User Rev Content
1 root 1.5
2 elmex 1.1 /*
3     * static char *rcsid_c_range_c =
4 root 1.6 * "$Id: c_range.C,v 1.5 2006-09-10 15:59:57 root Exp $";
5 elmex 1.1 */
6    
7     /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The authors can be reached via e-mail at crossfire-devel@real-time.com
28     */
29    
30     /* This file deals with range related commands (casting, shooting,
31     * throwing, etc.
32     */
33    
34     #include <global.h>
35     #ifndef __CEXTRACT__
36 root 1.5 # include <sproto.h>
37 elmex 1.1 #endif
38     #include <spells.h>
39     #include <skills.h>
40     #include <newclient.h>
41     #include <commands.h>
42    
43    
44 root 1.5 int
45     command_invoke (object *op, char *params)
46 elmex 1.1 {
47 root 1.5 return command_cast_spell (op, params, 'i');
48 elmex 1.1 }
49    
50 root 1.5 int
51     command_cast (object *op, char *params)
52 elmex 1.1 {
53 root 1.5 return command_cast_spell (op, params, 'c');
54 elmex 1.1 }
55    
56 root 1.5 int
57     command_prepare (object *op, char *params)
58 elmex 1.1 {
59 root 1.5 return command_cast_spell (op, params, 'p');
60 elmex 1.1 }
61    
62     /* Shows all spells that op knows. If params is supplied, the must match
63     * that. Given there is more than one skill, we can't supply break
64     * them down to cleric/wizardry.
65     */
66 root 1.5 static void
67     show_matching_spells (object *op, char *params)
68 elmex 1.1 {
69 root 1.5 object *spell;
70     char spell_sort[NROFREALSPELLS][MAX_BUF], tmp[MAX_BUF], *cp;
71     int num_found = 0, i;
72    
73     /* We go and see what spells the player has. We put them
74     * into the spell_sort array so that we can sort them -
75     * we prefix the skill in the name so that the sorting
76     * works better.
77     */
78     for (spell = op->inv; spell != NULL; spell = spell->below)
79     {
80     /* If it is a spell, and no params are passed, or they
81     * match the name, process this spell.
82     */
83     if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params))))
84     {
85     if (spell->path_attuned & op->path_denied)
86     {
87     sprintf (spell_sort[num_found++], "%s:%-22s %3s %3s", spell->skill ? &spell->skill : "generic", &spell->name, "den", "den");
88     }
89     else
90     {
91     sprintf (spell_sort[num_found++],
92     "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic",
93     &spell->name, spell->level, SP_level_spellpoint_cost (op, spell, SPELL_HIGHEST));
94 root 1.2 }
95     }
96 elmex 1.1 }
97 root 1.5 if (!num_found)
98     {
99     /* If a matching string was passed along, now try it without that
100     * string. It is odd to do something like 'cast trans',
101     * and it say you have no spells, when really, you do, but just
102     * nothing that matches.
103     */
104     if (params)
105     show_matching_spells (op, NULL);
106     else
107     new_draw_info (NDI_UNIQUE, 0, op, "You know no spells");
108     }
109     else
110     {
111     /* Note in the code below that we make some
112     * presumptions that there will be a colon in the
113     * string. given the code above, this is always
114     * the case.
115     */
116     qsort (spell_sort, num_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp);
117     strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */
118     for (i = 0; i < num_found; i++)
119     {
120     /* Different skill name, so print banner */
121     if (strncmp (tmp, spell_sort[i], strlen (tmp)))
122     {
123     strcpy (tmp, spell_sort[i]);
124     cp = strchr (tmp, ':');
125     *cp = '\0';
126     new_draw_info (NDI_UNIQUE, 0, op, "");
127     new_draw_info_format (NDI_UNIQUE, 0, op, "%s spells %.*s [lvl] [sp]", tmp, 12 - strlen (tmp), " ");
128 root 1.2 }
129 root 1.5 new_draw_info (NDI_UNIQUE, 0, op, strchr (spell_sort[i], ':') + 1);
130 root 1.2 }
131 elmex 1.1 }
132     }
133    
134     /* sets up to cast a spell. op is the caster, params is the spell name,
135     * and command is the first letter of the spell type (c=cast, i=invoke,
136     * p=prepare). Invoke casts a spell immediately, where as cast (and I believe
137     * prepare) just set up the range type.
138     */
139 root 1.5 int
140     command_cast_spell (object *op, char *params, char command)
141 elmex 1.1 {
142 root 1.5 int castnow = 0;
143     char *cp;
144     object *spob;
145    
146     if (command == 'i')
147     castnow = 1;
148    
149     /* Remove control of the golem */
150     if (op->contr->ranges[range_golem] != NULL)
151     {
152     if (op->contr->golem_count == op->contr->ranges[range_golem]->count)
153     {
154     remove_friendly_object (op->contr->ranges[range_golem]);
155     remove_ob (op->contr->ranges[range_golem]);
156     free_object (op->contr->ranges[range_golem]);
157 root 1.2 }
158 root 1.6
159 root 1.5 op->contr->ranges[range_golem] = NULL;
160     op->contr->golem_count = 0;
161 elmex 1.1 }
162    
163 root 1.5 if (params != NULL)
164     {
165     int spellnumber = 0;
166    
167     if ((spellnumber = atoi (params)))
168 root 1.6 for (spob = op->inv; spob && spob->count != (tag_t) spellnumber; spob = spob->below)
169     /* nop */;
170 root 1.5 else
171     spob = lookup_spell_by_name (op, params);
172    
173     if (spob && spob->type == SPELL)
174     {
175     /* Now grab any extra data, if there is any. Forward pass
176     * any 'of' delimiter
177     */
178     if (spellnumber)
179     {
180     /* if we passed a number, the options start at the second word */
181     cp = strchr (params, ' ');
182     if (cp)
183     {
184     cp++;
185     if (!strncmp (cp, "of ", 3))
186     cp += 3;
187 root 1.2 }
188     }
189 root 1.5 else if (strlen (params) > (size_t) strlen (spob->name))
190     {
191     cp = params + strlen (spob->name);
192     *cp = 0;
193     cp++;
194     if (!strncmp (cp, "of ", 3))
195     cp += 3;
196 root 1.2 }
197 root 1.5 else
198     cp = NULL;
199    
200     if (spob->skill && !find_skill_by_name (op, spob->skill))
201     {
202     new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s!", &spob->skill, &spob->name);
203     return 1;
204     }
205    
206     if (castnow)
207 root 1.6 cast_spell (op, op, op->facing, spob, cp);
208 root 1.5 else
209     {
210     op->contr->ranges[range_magic] = spob;
211     op->contr->shoottype = range_magic;
212 root 1.6
213 root 1.5 if (cp != NULL)
214     {
215     strncpy (op->contr->spellparam, cp, MAX_BUF);
216     op->contr->spellparam[MAX_BUF - 1] = '\0';
217     }
218     else
219 root 1.6 op->contr->spellparam[0] = '\0';
220    
221 root 1.5 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready the spell %s", &spob->name);
222 root 1.2 }
223 root 1.6
224 root 1.5 return 0;
225     } /* else fall through to below and print spells */
226     } /* params supplied */
227    
228     /* We get here if cast was given without options or we could not find
229     * the requested spell. List all the spells the player knows.
230     */
231     new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:");
232     show_matching_spells (op, params);
233     return 1;
234 elmex 1.1 }
235    
236     /**************************************************************************/
237    
238     /* Returns TRUE if the range specified (int r) is legal - that is,
239     * the character has an item that is equipped for that range type.
240     * return 0 if there is no item of that range type that is usable.
241     * This function could probably be simplified, eg, everything
242     * should index into the ranges[] array.
243     */
244    
245 root 1.5 int
246     legal_range (object *op, int r)
247     {
248 elmex 1.1
249 root 1.5 switch (r)
250     {
251     case range_none: /* "Nothing" is always legal */
252     return 1;
253 root 1.2 case range_bow:
254     case range_misc:
255 root 1.5 case range_magic: /* cast spells */
256     if (op->contr->ranges[r])
257     return 1;
258     else
259     return 0;
260    
261     case range_golem: /* Use scrolls */
262     if (op->contr->ranges[range_golem] && op->contr->ranges[range_golem]->count == op->contr->golem_count)
263     return 1;
264     else
265     return 0;
266 root 1.2
267     case range_skill:
268 root 1.5 if (op->chosen_skill)
269     return 1;
270     else
271     return 0;
272 elmex 1.1 }
273 root 1.5 /* No match above, must not be valid */
274     return 0;
275 elmex 1.1 }
276    
277 root 1.5 void
278     change_spell (object *op, char k)
279     {
280    
281     do
282     {
283     op->contr->shoottype = (rangetype) (op->contr->shoottype + ((k == '+') ? 1 : -1));
284     if (op->contr->shoottype >= range_size)
285     op->contr->shoottype = range_none;
286     else if (op->contr->shoottype <= range_bottom)
287     op->contr->shoottype = (rangetype) (range_size - 1);
288     }
289     while (!legal_range (op, op->contr->shoottype));
290 elmex 1.1
291 root 1.5 /* Legal range has already checked that we have an appropriate item
292     * that uses the slot, so we don't need to be too careful about
293     * checking the status of the object.
294     */
295     switch (op->contr->shoottype)
296     {
297 root 1.2 case range_none:
298 root 1.5 new_draw_info (NDI_UNIQUE, 0, op, "No ranged attack chosen.");
299     break;
300 root 1.2
301     case range_golem:
302 root 1.5 new_draw_info (NDI_UNIQUE, 0, op, "You regain control of your golem.");
303     break;
304 root 1.2
305     case range_bow:
306 root 1.5 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s and %s.", query_name (op->contr->ranges[range_bow]),
307     op->contr->ranges[range_bow]->race ? &op->contr->ranges[range_bow]->race : "nothing");
308     break;
309 root 1.2
310     case range_magic:
311 root 1.5 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to spells (%s).", &op->contr->ranges[range_magic]->name);
312     break;
313 root 1.2
314     case range_misc:
315 root 1.5 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s.", query_base_name (op->contr->ranges[range_misc], 0));
316     break;
317 root 1.2
318 root 1.5 case range_skill:
319     new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to skill: %s", op->chosen_skill ? &op->chosen_skill->name : "none");
320     break;
321 elmex 1.1
322 root 1.2 default:
323 root 1.5 break;
324 elmex 1.1 }
325     }
326    
327    
328 root 1.5 int
329     command_rotateshoottype (object *op, char *params)
330 elmex 1.1 {
331     if (!params)
332 root 1.5 change_spell (op, '+');
333 elmex 1.1 else
334 root 1.5 change_spell (op, params[0]);
335 elmex 1.1 return 0;
336     }