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/cvs/deliantra/server/server/c_range.C
Revision: 1.5
Committed: Sun Sep 10 15:59:57 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.4: +217 -182 lines
Log Message:
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File Contents

# Content
1
2 /*
3 * static char *rcsid_c_range_c =
4 * "$Id: c_range.C,v 1.4 2006-09-07 10:01:57 pippijn Exp $";
5 */
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 # include <sproto.h>
37 #endif
38 #include <spells.h>
39 #include <skills.h>
40 #include <newclient.h>
41 #include <commands.h>
42
43
44 int
45 command_invoke (object *op, char *params)
46 {
47 return command_cast_spell (op, params, 'i');
48 }
49
50 int
51 command_cast (object *op, char *params)
52 {
53 return command_cast_spell (op, params, 'c');
54 }
55
56 int
57 command_prepare (object *op, char *params)
58 {
59 return command_cast_spell (op, params, 'p');
60 }
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 static void
67 show_matching_spells (object *op, char *params)
68 {
69 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 }
95 }
96 }
97 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 }
129 new_draw_info (NDI_UNIQUE, 0, op, strchr (spell_sort[i], ':') + 1);
130 }
131 }
132 }
133
134
135
136 /* sets up to cast a spell. op is the caster, params is the spell name,
137 * and command is the first letter of the spell type (c=cast, i=invoke,
138 * p=prepare). Invoke casts a spell immediately, where as cast (and I believe
139 * prepare) just set up the range type.
140 */
141
142 int
143 command_cast_spell (object *op, char *params, char command)
144 {
145 int castnow = 0;
146 char *cp;
147 object *spob;
148
149 if (command == 'i')
150 castnow = 1;
151
152 /* Remove control of the golem */
153 if (op->contr->ranges[range_golem] != NULL)
154 {
155 if (op->contr->golem_count == op->contr->ranges[range_golem]->count)
156 {
157 remove_friendly_object (op->contr->ranges[range_golem]);
158 remove_ob (op->contr->ranges[range_golem]);
159 free_object (op->contr->ranges[range_golem]);
160 }
161 op->contr->ranges[range_golem] = NULL;
162 op->contr->golem_count = 0;
163 }
164
165 if (params != NULL)
166 {
167 int spellnumber = 0;
168
169 if ((spellnumber = atoi (params)))
170 for (spob = op->inv; spob && spob->count != (tag_t) spellnumber; spob = spob->below);
171 else
172 spob = lookup_spell_by_name (op, params);
173
174 if (spob && spob->type == SPELL)
175 {
176 /* Now grab any extra data, if there is any. Forward pass
177 * any 'of' delimiter
178 */
179 if (spellnumber)
180 {
181 /* if we passed a number, the options start at the second word */
182 cp = strchr (params, ' ');
183 if (cp)
184 {
185 cp++;
186 if (!strncmp (cp, "of ", 3))
187 cp += 3;
188 }
189 }
190 else if (strlen (params) > (size_t) strlen (spob->name))
191 {
192 cp = params + strlen (spob->name);
193 *cp = 0;
194 cp++;
195 if (!strncmp (cp, "of ", 3))
196 cp += 3;
197 }
198 else
199 cp = NULL;
200
201 if (spob->skill && !find_skill_by_name (op, spob->skill))
202 {
203 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s!", &spob->skill, &spob->name);
204 return 1;
205 }
206
207 if (castnow)
208 {
209 cast_spell (op, op, op->facing, spob, cp);
210 }
211 else
212 {
213 op->contr->ranges[range_magic] = spob;
214 op->contr->shoottype = range_magic;
215 if (cp != NULL)
216 {
217 strncpy (op->contr->spellparam, cp, MAX_BUF);
218 op->contr->spellparam[MAX_BUF - 1] = '\0';
219 }
220 else
221 {
222 op->contr->spellparam[0] = '\0';
223 }
224 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready the spell %s", &spob->name);
225 }
226 return 0;
227 } /* else fall through to below and print spells */
228 } /* params supplied */
229
230 /* We get here if cast was given without options or we could not find
231 * the requested spell. List all the spells the player knows.
232 */
233 new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:");
234 show_matching_spells (op, params);
235 return 1;
236 }
237
238 /**************************************************************************/
239
240 /* Returns TRUE if the range specified (int r) is legal - that is,
241 * the character has an item that is equipped for that range type.
242 * return 0 if there is no item of that range type that is usable.
243 * This function could probably be simplified, eg, everything
244 * should index into the ranges[] array.
245 */
246
247 int
248 legal_range (object *op, int r)
249 {
250
251 switch (r)
252 {
253 case range_none: /* "Nothing" is always legal */
254 return 1;
255 case range_bow:
256 case range_misc:
257 case range_magic: /* cast spells */
258 if (op->contr->ranges[r])
259 return 1;
260 else
261 return 0;
262
263 case range_golem: /* Use scrolls */
264 if (op->contr->ranges[range_golem] && op->contr->ranges[range_golem]->count == op->contr->golem_count)
265 return 1;
266 else
267 return 0;
268
269 case range_skill:
270 if (op->chosen_skill)
271 return 1;
272 else
273 return 0;
274 }
275 /* No match above, must not be valid */
276 return 0;
277 }
278
279 void
280 change_spell (object *op, char k)
281 {
282
283 do
284 {
285 op->contr->shoottype = (rangetype) (op->contr->shoottype + ((k == '+') ? 1 : -1));
286 if (op->contr->shoottype >= range_size)
287 op->contr->shoottype = range_none;
288 else if (op->contr->shoottype <= range_bottom)
289 op->contr->shoottype = (rangetype) (range_size - 1);
290 }
291 while (!legal_range (op, op->contr->shoottype));
292
293 /* Legal range has already checked that we have an appropriate item
294 * that uses the slot, so we don't need to be too careful about
295 * checking the status of the object.
296 */
297 switch (op->contr->shoottype)
298 {
299 case range_none:
300 new_draw_info (NDI_UNIQUE, 0, op, "No ranged attack chosen.");
301 break;
302
303 case range_golem:
304 new_draw_info (NDI_UNIQUE, 0, op, "You regain control of your golem.");
305 break;
306
307 case range_bow:
308 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s and %s.", query_name (op->contr->ranges[range_bow]),
309 op->contr->ranges[range_bow]->race ? &op->contr->ranges[range_bow]->race : "nothing");
310 break;
311
312 case range_magic:
313 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to spells (%s).", &op->contr->ranges[range_magic]->name);
314 break;
315
316 case range_misc:
317 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s.", query_base_name (op->contr->ranges[range_misc], 0));
318 break;
319
320 case range_skill:
321 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to skill: %s", op->chosen_skill ? &op->chosen_skill->name : "none");
322 break;
323
324 default:
325 break;
326 }
327 }
328
329
330 int
331 command_rotateshoottype (object *op, char *params)
332 {
333 if (!params)
334 change_spell (op, '+');
335 else
336 change_spell (op, params[0]);
337 return 0;
338 }