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Revision: 1.8
Committed: Thu Sep 14 22:34:03 2006 UTC (17 years, 8 months ago) by root
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Branch: MAIN
Changes since 1.7: +1 -1 lines
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# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.8 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     /* This file deals with range related commands (casting, shooting,
25     * throwing, etc.
26     */
27    
28     #include <global.h>
29     #ifndef __CEXTRACT__
30 root 1.5 # include <sproto.h>
31 elmex 1.1 #endif
32     #include <spells.h>
33     #include <skills.h>
34     #include <newclient.h>
35     #include <commands.h>
36    
37 root 1.5 int
38     command_invoke (object *op, char *params)
39 elmex 1.1 {
40 root 1.5 return command_cast_spell (op, params, 'i');
41 elmex 1.1 }
42    
43 root 1.5 int
44     command_cast (object *op, char *params)
45 elmex 1.1 {
46 root 1.5 return command_cast_spell (op, params, 'c');
47 elmex 1.1 }
48    
49 root 1.5 int
50     command_prepare (object *op, char *params)
51 elmex 1.1 {
52 root 1.5 return command_cast_spell (op, params, 'p');
53 elmex 1.1 }
54    
55     /* Shows all spells that op knows. If params is supplied, the must match
56     * that. Given there is more than one skill, we can't supply break
57     * them down to cleric/wizardry.
58     */
59 root 1.5 static void
60     show_matching_spells (object *op, char *params)
61 elmex 1.1 {
62 root 1.5 object *spell;
63     char spell_sort[NROFREALSPELLS][MAX_BUF], tmp[MAX_BUF], *cp;
64     int num_found = 0, i;
65    
66     /* We go and see what spells the player has. We put them
67     * into the spell_sort array so that we can sort them -
68     * we prefix the skill in the name so that the sorting
69     * works better.
70     */
71     for (spell = op->inv; spell != NULL; spell = spell->below)
72     {
73     /* If it is a spell, and no params are passed, or they
74     * match the name, process this spell.
75     */
76     if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params))))
77     {
78     if (spell->path_attuned & op->path_denied)
79     {
80     sprintf (spell_sort[num_found++], "%s:%-22s %3s %3s", spell->skill ? &spell->skill : "generic", &spell->name, "den", "den");
81     }
82     else
83     {
84     sprintf (spell_sort[num_found++],
85     "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic",
86     &spell->name, spell->level, SP_level_spellpoint_cost (op, spell, SPELL_HIGHEST));
87 root 1.2 }
88     }
89 elmex 1.1 }
90 root 1.5 if (!num_found)
91     {
92     /* If a matching string was passed along, now try it without that
93     * string. It is odd to do something like 'cast trans',
94     * and it say you have no spells, when really, you do, but just
95     * nothing that matches.
96     */
97     if (params)
98     show_matching_spells (op, NULL);
99     else
100     new_draw_info (NDI_UNIQUE, 0, op, "You know no spells");
101     }
102     else
103     {
104     /* Note in the code below that we make some
105     * presumptions that there will be a colon in the
106     * string. given the code above, this is always
107     * the case.
108     */
109     qsort (spell_sort, num_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp);
110     strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */
111     for (i = 0; i < num_found; i++)
112     {
113     /* Different skill name, so print banner */
114     if (strncmp (tmp, spell_sort[i], strlen (tmp)))
115     {
116     strcpy (tmp, spell_sort[i]);
117     cp = strchr (tmp, ':');
118     *cp = '\0';
119     new_draw_info (NDI_UNIQUE, 0, op, "");
120     new_draw_info_format (NDI_UNIQUE, 0, op, "%s spells %.*s [lvl] [sp]", tmp, 12 - strlen (tmp), " ");
121 root 1.2 }
122 root 1.5 new_draw_info (NDI_UNIQUE, 0, op, strchr (spell_sort[i], ':') + 1);
123 root 1.2 }
124 elmex 1.1 }
125     }
126    
127     /* sets up to cast a spell. op is the caster, params is the spell name,
128     * and command is the first letter of the spell type (c=cast, i=invoke,
129     * p=prepare). Invoke casts a spell immediately, where as cast (and I believe
130     * prepare) just set up the range type.
131     */
132 root 1.5 int
133     command_cast_spell (object *op, char *params, char command)
134 elmex 1.1 {
135 root 1.5 int castnow = 0;
136     char *cp;
137     object *spob;
138    
139     if (command == 'i')
140     castnow = 1;
141    
142     /* Remove control of the golem */
143     if (op->contr->ranges[range_golem] != NULL)
144     {
145     if (op->contr->golem_count == op->contr->ranges[range_golem]->count)
146     {
147     remove_friendly_object (op->contr->ranges[range_golem]);
148     remove_ob (op->contr->ranges[range_golem]);
149     free_object (op->contr->ranges[range_golem]);
150 root 1.2 }
151 root 1.6
152 root 1.5 op->contr->ranges[range_golem] = NULL;
153     op->contr->golem_count = 0;
154 elmex 1.1 }
155    
156 root 1.5 if (params != NULL)
157     {
158     int spellnumber = 0;
159    
160     if ((spellnumber = atoi (params)))
161 root 1.6 for (spob = op->inv; spob && spob->count != (tag_t) spellnumber; spob = spob->below)
162     /* nop */;
163 root 1.5 else
164     spob = lookup_spell_by_name (op, params);
165    
166     if (spob && spob->type == SPELL)
167     {
168     /* Now grab any extra data, if there is any. Forward pass
169     * any 'of' delimiter
170     */
171     if (spellnumber)
172     {
173     /* if we passed a number, the options start at the second word */
174     cp = strchr (params, ' ');
175     if (cp)
176     {
177     cp++;
178     if (!strncmp (cp, "of ", 3))
179     cp += 3;
180 root 1.2 }
181     }
182 root 1.5 else if (strlen (params) > (size_t) strlen (spob->name))
183     {
184     cp = params + strlen (spob->name);
185     *cp = 0;
186     cp++;
187     if (!strncmp (cp, "of ", 3))
188     cp += 3;
189 root 1.2 }
190 root 1.5 else
191     cp = NULL;
192    
193     if (spob->skill && !find_skill_by_name (op, spob->skill))
194     {
195     new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s!", &spob->skill, &spob->name);
196     return 1;
197     }
198    
199     if (castnow)
200 root 1.6 cast_spell (op, op, op->facing, spob, cp);
201 root 1.5 else
202     {
203     op->contr->ranges[range_magic] = spob;
204     op->contr->shoottype = range_magic;
205 root 1.7 assign (op->contr->spellparam, cp ? cp : "");
206 root 1.5 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready the spell %s", &spob->name);
207 root 1.2 }
208 root 1.6
209 root 1.5 return 0;
210     } /* else fall through to below and print spells */
211     } /* params supplied */
212    
213     /* We get here if cast was given without options or we could not find
214     * the requested spell. List all the spells the player knows.
215     */
216     new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:");
217     show_matching_spells (op, params);
218     return 1;
219 elmex 1.1 }
220    
221     /**************************************************************************/
222    
223     /* Returns TRUE if the range specified (int r) is legal - that is,
224     * the character has an item that is equipped for that range type.
225     * return 0 if there is no item of that range type that is usable.
226     * This function could probably be simplified, eg, everything
227     * should index into the ranges[] array.
228     */
229    
230 root 1.5 int
231     legal_range (object *op, int r)
232     {
233 elmex 1.1
234 root 1.5 switch (r)
235     {
236     case range_none: /* "Nothing" is always legal */
237     return 1;
238 root 1.2 case range_bow:
239     case range_misc:
240 root 1.5 case range_magic: /* cast spells */
241     if (op->contr->ranges[r])
242     return 1;
243     else
244     return 0;
245    
246     case range_golem: /* Use scrolls */
247     if (op->contr->ranges[range_golem] && op->contr->ranges[range_golem]->count == op->contr->golem_count)
248     return 1;
249     else
250     return 0;
251 root 1.2
252     case range_skill:
253 root 1.5 if (op->chosen_skill)
254     return 1;
255     else
256     return 0;
257 elmex 1.1 }
258 root 1.5 /* No match above, must not be valid */
259     return 0;
260 elmex 1.1 }
261    
262 root 1.5 void
263     change_spell (object *op, char k)
264     {
265    
266     do
267     {
268     op->contr->shoottype = (rangetype) (op->contr->shoottype + ((k == '+') ? 1 : -1));
269     if (op->contr->shoottype >= range_size)
270     op->contr->shoottype = range_none;
271     else if (op->contr->shoottype <= range_bottom)
272     op->contr->shoottype = (rangetype) (range_size - 1);
273     }
274     while (!legal_range (op, op->contr->shoottype));
275 elmex 1.1
276 root 1.5 /* Legal range has already checked that we have an appropriate item
277     * that uses the slot, so we don't need to be too careful about
278     * checking the status of the object.
279     */
280     switch (op->contr->shoottype)
281     {
282 root 1.2 case range_none:
283 root 1.5 new_draw_info (NDI_UNIQUE, 0, op, "No ranged attack chosen.");
284     break;
285 root 1.2
286     case range_golem:
287 root 1.5 new_draw_info (NDI_UNIQUE, 0, op, "You regain control of your golem.");
288     break;
289 root 1.2
290     case range_bow:
291 root 1.5 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s and %s.", query_name (op->contr->ranges[range_bow]),
292     op->contr->ranges[range_bow]->race ? &op->contr->ranges[range_bow]->race : "nothing");
293     break;
294 root 1.2
295     case range_magic:
296 root 1.5 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to spells (%s).", &op->contr->ranges[range_magic]->name);
297     break;
298 root 1.2
299     case range_misc:
300 root 1.5 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s.", query_base_name (op->contr->ranges[range_misc], 0));
301     break;
302 root 1.2
303 root 1.5 case range_skill:
304     new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to skill: %s", op->chosen_skill ? &op->chosen_skill->name : "none");
305     break;
306 elmex 1.1
307 root 1.2 default:
308 root 1.5 break;
309 elmex 1.1 }
310     }
311    
312    
313 root 1.5 int
314     command_rotateshoottype (object *op, char *params)
315 elmex 1.1 {
316     if (!params)
317 root 1.5 change_spell (op, '+');
318 elmex 1.1 else
319 root 1.5 change_spell (op, params[0]);
320 elmex 1.1 return 0;
321     }