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/cvs/deliantra/server/server/c_range.C
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:
indent

File Contents

# Content
1
2 /*
3 * static char *rcsid_c_range_c =
4 * "$Id: c_range.C,v 1.5 2006-09-10 15:59:57 root 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 /* 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 int
140 command_cast_spell (object *op, char *params, char command)
141 {
142 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 }
158
159 op->contr->ranges[range_golem] = NULL;
160 op->contr->golem_count = 0;
161 }
162
163 if (params != NULL)
164 {
165 int spellnumber = 0;
166
167 if ((spellnumber = atoi (params)))
168 for (spob = op->inv; spob && spob->count != (tag_t) spellnumber; spob = spob->below)
169 /* nop */;
170 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 }
188 }
189 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 }
197 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 cast_spell (op, op, op->facing, spob, cp);
208 else
209 {
210 op->contr->ranges[range_magic] = spob;
211 op->contr->shoottype = range_magic;
212
213 if (cp != NULL)
214 {
215 strncpy (op->contr->spellparam, cp, MAX_BUF);
216 op->contr->spellparam[MAX_BUF - 1] = '\0';
217 }
218 else
219 op->contr->spellparam[0] = '\0';
220
221 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready the spell %s", &spob->name);
222 }
223
224 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 }
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 int
246 legal_range (object *op, int r)
247 {
248
249 switch (r)
250 {
251 case range_none: /* "Nothing" is always legal */
252 return 1;
253 case range_bow:
254 case range_misc:
255 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
267 case range_skill:
268 if (op->chosen_skill)
269 return 1;
270 else
271 return 0;
272 }
273 /* No match above, must not be valid */
274 return 0;
275 }
276
277 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
291 /* 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 case range_none:
298 new_draw_info (NDI_UNIQUE, 0, op, "No ranged attack chosen.");
299 break;
300
301 case range_golem:
302 new_draw_info (NDI_UNIQUE, 0, op, "You regain control of your golem.");
303 break;
304
305 case range_bow:
306 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
310 case range_magic:
311 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to spells (%s).", &op->contr->ranges[range_magic]->name);
312 break;
313
314 case range_misc:
315 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s.", query_base_name (op->contr->ranges[range_misc], 0));
316 break;
317
318 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
322 default:
323 break;
324 }
325 }
326
327
328 int
329 command_rotateshoottype (object *op, char *params)
330 {
331 if (!params)
332 change_spell (op, '+');
333 else
334 change_spell (op, params[0]);
335 return 0;
336 }