1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * 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 | * 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 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * 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 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* This file deals with range related commands (casting, shooting, |
25 | /* This file deals with range related commands (casting, shooting, |
25 | * throwing, etc. |
26 | * throwing, etc. |
26 | */ |
27 | */ |
27 | |
28 | |
28 | #include <global.h> |
29 | #include <global.h> |
29 | #ifndef __CEXTRACT__ |
|
|
30 | # include <sproto.h> |
30 | #include <sproto.h> |
31 | #endif |
|
|
32 | #include <spells.h> |
31 | #include <spells.h> |
33 | #include <skills.h> |
32 | #include <skills.h> |
34 | #include <newclient.h> |
|
|
35 | #include <commands.h> |
33 | #include <commands.h> |
36 | |
34 | |
37 | int |
35 | int |
38 | command_invoke (object *op, char *params) |
36 | command_invoke (object *op, char *params) |
39 | { |
37 | { |
… | |
… | |
66 | /* We go and see what spells the player has. We put them |
64 | /* We go and see what spells the player has. We put them |
67 | * into the spell_sort array so that we can sort them - |
65 | * into the spell_sort array so that we can sort them - |
68 | * we prefix the skill in the name so that the sorting |
66 | * we prefix the skill in the name so that the sorting |
69 | * works better. |
67 | * works better. |
70 | */ |
68 | */ |
71 | for (spell = op->inv; spell != NULL; spell = spell->below) |
69 | for (spell = op->inv; spell; spell = spell->below) |
72 | { |
70 | { |
73 | /* If it is a spell, and no params are passed, or they |
71 | /* If it is a spell, and no params are passed, or they |
74 | * match the name, process this spell. |
72 | * match the name, process this spell. |
75 | */ |
73 | */ |
76 | if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params)))) |
74 | if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params)))) |
… | |
… | |
85 | "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic", |
83 | "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic", |
86 | &spell->name, spell->level, SP_level_spellpoint_cost (op, spell, SPELL_HIGHEST)); |
84 | &spell->name, spell->level, SP_level_spellpoint_cost (op, spell, SPELL_HIGHEST)); |
87 | } |
85 | } |
88 | } |
86 | } |
89 | } |
87 | } |
|
|
88 | |
90 | if (!num_found) |
89 | if (!num_found) |
91 | { |
90 | { |
92 | /* If a matching string was passed along, now try it without that |
91 | /* If a matching string was passed along, now try it without that |
93 | * string. It is odd to do something like 'cast trans', |
92 | * string. It is odd to do something like 'cast trans', |
94 | * and it say you have no spells, when really, you do, but just |
93 | * and it say you have no spells, when really, you do, but just |
… | |
… | |
104 | /* Note in the code below that we make some |
103 | /* Note in the code below that we make some |
105 | * presumptions that there will be a colon in the |
104 | * presumptions that there will be a colon in the |
106 | * string. given the code above, this is always |
105 | * string. given the code above, this is always |
107 | * the case. |
106 | * the case. |
108 | */ |
107 | */ |
109 | qsort (spell_sort, num_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); |
108 | qsort (spell_sort, num_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
110 | strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */ |
109 | strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */ |
111 | for (i = 0; i < num_found; i++) |
110 | for (i = 0; i < num_found; i++) |
112 | { |
111 | { |
113 | /* Different skill name, so print banner */ |
112 | /* Different skill name, so print banner */ |
114 | if (strncmp (tmp, spell_sort[i], strlen (tmp))) |
113 | if (strncmp (tmp, spell_sort[i], strlen (tmp))) |
… | |
… | |
138 | |
137 | |
139 | if (command == 'i') |
138 | if (command == 'i') |
140 | castnow = 1; |
139 | castnow = 1; |
141 | |
140 | |
142 | /* Remove control of the golem */ |
141 | /* Remove control of the golem */ |
143 | if (op->contr->ranges[range_golem]) |
142 | if (object *golem = op->contr->ranges[range_golem]) |
144 | { |
143 | golem->destroy (); |
145 | remove_friendly_object (op->contr->ranges[range_golem]); |
|
|
146 | op->contr->ranges[range_golem]->remove (); |
|
|
147 | op->contr->ranges[range_golem]->destroy (0); |
|
|
148 | |
144 | |
149 | op->contr->ranges[range_golem] = 0; |
|
|
150 | } |
|
|
151 | |
|
|
152 | if (params != NULL) |
145 | if (params) |
153 | { |
146 | { |
154 | int spellnumber = 0; |
147 | int spellnumber = 0; |
155 | |
148 | |
156 | if ((spellnumber = atoi (params))) |
149 | if ((spellnumber = atoi (params))) |
157 | for (spob = op->inv; spob && spob->count != spellnumber; spob = spob->below) |
150 | for (spob = op->inv; spob && spob->count != spellnumber; spob = spob->below) |
… | |
… | |
214 | return 1; |
207 | return 1; |
215 | } |
208 | } |
216 | |
209 | |
217 | /**************************************************************************/ |
210 | /**************************************************************************/ |
218 | |
211 | |
219 | /* Returns TRUE if the range specified (int r) is legal - that is, |
|
|
220 | * the character has an item that is equipped for that range type. |
|
|
221 | * return 0 if there is no item of that range type that is usable. |
|
|
222 | * This function could probably be simplified, eg, everything |
|
|
223 | * should index into the ranges[] array. |
|
|
224 | */ |
|
|
225 | |
|
|
226 | int |
|
|
227 | legal_range (object *op, int r) |
|
|
228 | { |
|
|
229 | |
|
|
230 | switch (r) |
|
|
231 | { |
|
|
232 | case range_none: /* "Nothing" is always legal */ |
|
|
233 | return 1; |
|
|
234 | |
|
|
235 | case range_bow: |
|
|
236 | case range_misc: |
|
|
237 | case range_magic: /* cast spells */ |
|
|
238 | return !!op->contr->ranges[r]; |
|
|
239 | |
|
|
240 | case range_golem: /* Use scrolls */ |
|
|
241 | return !!op->contr->ranges[range_golem]; |
|
|
242 | |
|
|
243 | case range_skill: |
|
|
244 | return !!op->chosen_skill; |
|
|
245 | } |
|
|
246 | |
|
|
247 | /* No match above, must not be valid */ |
|
|
248 | return 0; |
|
|
249 | } |
|
|
250 | |
|
|
251 | void |
212 | void |
252 | change_spell (object *op, char k) |
213 | change_spell (object *op, char k) |
253 | { |
214 | { |
|
|
215 | int r = op->contr->shoottype; |
254 | |
216 | |
255 | do |
217 | do |
256 | { |
218 | r = (r + ((k == '+') ? 1 : -1) + range_size) % range_size; |
257 | op->contr->shoottype = (rangetype) (op->contr->shoottype + ((k == '+') ? 1 : -1)); |
219 | while (!op->contr->legal_range ((rangetype) r)); |
258 | if (op->contr->shoottype >= range_size) |
|
|
259 | op->contr->shoottype = range_none; |
|
|
260 | else if (op->contr->shoottype <= range_bottom) |
|
|
261 | op->contr->shoottype = (rangetype) (range_size - 1); |
|
|
262 | } |
|
|
263 | while (!legal_range (op, op->contr->shoottype)); |
|
|
264 | |
220 | |
|
|
221 | op->contr->set_range ((rangetype) r); |
|
|
222 | |
265 | /* Legal range has already checked that we have an appropriate item |
223 | /* Legal range has already checked that we have an appropriate item |
266 | * that uses the slot, so we don't need to be too careful about |
224 | * that uses the slot, so we don't need to be too careful about |
267 | * checking the status of the object. |
225 | * checking the status of the object. |
268 | */ |
226 | */ |
269 | switch (op->contr->shoottype) |
227 | switch (op->contr->shoottype) |
270 | { |
228 | { |
271 | case range_none: |
229 | case range_none: |
272 | new_draw_info (NDI_UNIQUE, 0, op, "No ranged attack chosen."); |
230 | new_draw_info (NDI_UNIQUE, 0, op, "No ranged attack chosen."); |
273 | break; |
231 | break; |
274 | |
232 | |
275 | case range_golem: |
233 | case range_golem: |
276 | new_draw_info (NDI_UNIQUE, 0, op, "You regain control of your golem."); |
234 | new_draw_info (NDI_UNIQUE, 0, op, "You regain control of your golem."); |
277 | break; |
235 | break; |
278 | |
236 | |
279 | case range_bow: |
237 | case range_bow: |
280 | new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s and %s.", query_name (op->contr->ranges[range_bow]), |
238 | new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s and %s.", query_name (op->contr->ranges[range_bow]), |
281 | op->contr->ranges[range_bow]->race ? &op->contr->ranges[range_bow]->race : "nothing"); |
239 | op->contr->ranges[range_bow]->race ? &op->contr->ranges[range_bow]->race : "nothing"); |
282 | break; |
240 | break; |
283 | |
241 | |
284 | case range_magic: |
242 | case range_magic: |
285 | new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to spells (%s).", &op->contr->ranges[range_magic]->name); |
243 | new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to spells (%s).", &op->contr->ranges[range_magic]->name); |
286 | break; |
244 | break; |
287 | |
245 | |
288 | case range_misc: |
246 | case range_misc: |
289 | new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s.", query_base_name (op->contr->ranges[range_misc], 0)); |
247 | new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s.", query_base_name (op->contr->ranges[range_misc], 0)); |
290 | break; |
248 | break; |
291 | |
249 | |
292 | case range_skill: |
250 | case range_skill: |
293 | new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to skill: %s", op->chosen_skill ? &op->chosen_skill->name : "none"); |
251 | new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to skill: %s", &op->chosen_skill->name); |
294 | break; |
252 | break; |
295 | |
|
|
296 | default: |
|
|
297 | break; |
|
|
298 | } |
253 | } |
299 | } |
254 | } |
300 | |
|
|
301 | |
255 | |
302 | int |
256 | int |
303 | command_rotateshoottype (object *op, char *params) |
257 | command_rotateshoottype (object *op, char *params) |
304 | { |
258 | { |
305 | if (!params) |
259 | if (!params) |
306 | change_spell (op, '+'); |
260 | change_spell (op, '+'); |
307 | else |
261 | else |
308 | change_spell (op, params[0]); |
262 | change_spell (op, params[0]); |
|
|
263 | |
309 | return 0; |
264 | return 0; |
310 | } |
265 | } |