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/cvs/deliantra/server/server/c_range.C
Revision: 1.13
Committed: Fri Dec 15 19:59:20 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.12: +1 -4 lines
Log Message:
the rename for sanity campaign hits
you died
- renamed stuff
- partially updated copyrights
- some cleanups

File Contents

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