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Comparing deliantra/server/server/c_range.C (file contents):
Revision 1.11 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.28 by root, Sun Jul 1 05:00:19 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file deals with range related commands (casting, shooting, 24/* This file deals with range related commands (casting, shooting,
25 * throwing, etc. 25 * throwing, etc.
26 */ 26 */
27 27
28#include <global.h> 28#include <global.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 29#include <sproto.h>
31#endif
32#include <spells.h> 30#include <spells.h>
33#include <skills.h> 31#include <skills.h>
34#include <newclient.h>
35#include <commands.h> 32#include <commands.h>
36 33
37int 34int
38command_invoke (object *op, char *params) 35command_invoke (object *op, char *params)
39{ 36{
66 /* We go and see what spells the player has. We put them 63 /* We go and see what spells the player has. We put them
67 * into the spell_sort array so that we can sort them - 64 * into the spell_sort array so that we can sort them -
68 * we prefix the skill in the name so that the sorting 65 * we prefix the skill in the name so that the sorting
69 * works better. 66 * works better.
70 */ 67 */
71 for (spell = op->inv; spell != NULL; spell = spell->below) 68 for (spell = op->inv; spell; spell = spell->below)
72 { 69 {
73 /* If it is a spell, and no params are passed, or they 70 /* If it is a spell, and no params are passed, or they
74 * match the name, process this spell. 71 * match the name, process this spell.
75 */ 72 */
76 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params)))) 73 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params))))
85 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic", 82 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic",
86 &spell->name, spell->level, SP_level_spellpoint_cost (op, spell, SPELL_HIGHEST)); 83 &spell->name, spell->level, SP_level_spellpoint_cost (op, spell, SPELL_HIGHEST));
87 } 84 }
88 } 85 }
89 } 86 }
87
90 if (!num_found) 88 if (!num_found)
91 { 89 {
92 /* If a matching string was passed along, now try it without that 90 /* If a matching string was passed along, now try it without that
93 * string. It is odd to do something like 'cast trans', 91 * string. It is odd to do something like 'cast trans',
94 * and it say you have no spells, when really, you do, but just 92 * and it say you have no spells, when really, you do, but just
104 /* Note in the code below that we make some 102 /* Note in the code below that we make some
105 * presumptions that there will be a colon in the 103 * presumptions that there will be a colon in the
106 * string. given the code above, this is always 104 * string. given the code above, this is always
107 * the case. 105 * the case.
108 */ 106 */
109 qsort (spell_sort, num_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 107 qsort (spell_sort, num_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
110 strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */ 108 strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */
111 for (i = 0; i < num_found; i++) 109 for (i = 0; i < num_found; i++)
112 { 110 {
113 /* Different skill name, so print banner */ 111 /* Different skill name, so print banner */
114 if (strncmp (tmp, spell_sort[i], strlen (tmp))) 112 if (strncmp (tmp, spell_sort[i], strlen (tmp)))
138 136
139 if (command == 'i') 137 if (command == 'i')
140 castnow = 1; 138 castnow = 1;
141 139
142 /* Remove control of the golem */ 140 /* Remove control of the golem */
143 if (op->contr->ranges[range_golem]) 141 if (object *golem = op->contr->golem)
144 { 142 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);
148 143
149 op->contr->ranges[range_golem] = 0;
150 }
151
152 if (params != NULL) 144 if (params)
153 { 145 {
154 int spellnumber = 0; 146 int spellnumber = 0;
155 147
156 if ((spellnumber = atoi (params))) 148 if ((spellnumber = atoi (params)))
157 for (spob = op->inv; spob && spob->count != spellnumber; spob = spob->below) 149 for (spob = op->inv; spob && spob->count != spellnumber; spob = spob->below)
173 cp++; 165 cp++;
174 if (!strncmp (cp, "of ", 3)) 166 if (!strncmp (cp, "of ", 3))
175 cp += 3; 167 cp += 3;
176 } 168 }
177 } 169 }
178 else if (strlen (params) > (size_t) strlen (spob->name)) 170 else if (strlen (params) > strlen (spob->name))
179 { 171 {
180 cp = params + strlen (spob->name); 172 cp = params + strlen (spob->name);
181 *cp = 0; 173 *cp = 0;
182 cp++; 174 cp++;
183 if (!strncmp (cp, "of ", 3)) 175 if (!strncmp (cp, "of ", 3))
184 cp += 3; 176 cp += 3;
185 } 177 }
186 else 178 else
187 cp = NULL; 179 cp = NULL;
188 180
181 if (!spob->skill)
182 {
183 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is a weird spell, please report it to the dungeon master!", &spob->name);
184 LOG (llevError, "spell without skill found: %s", spob->debug_desc ());
185 return 1;
186 }
187
189 if (spob->skill && !find_skill_by_name (op, spob->skill)) 188 object *skill = find_skill_by_name (op, spob->skill);
189
190 if (!skill)
190 { 191 {
191 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s!", &spob->skill, &spob->name); 192 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s!", &spob->skill, &spob->name);
192 return 1; 193 return 1;
193 } 194 }
194 195
195 if (castnow) 196 if (castnow)
196 cast_spell (op, op, op->facing, spob, cp); 197 cast_spell (op, op, op->facing, spob, cp);
197 else 198 else
198 { 199 {
199 op->contr->ranges[range_magic] = spob; 200 op->change_weapon (op->contr->ranged_ob = spob);
200 op->contr->shoottype = range_magic; 201
201 assign (op->contr->spellparam, cp ? cp : ""); 202 assign (op->contr->spellparam, cp ? cp : "");
202 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready the spell %s", &spob->name); 203 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready the spell %s", &spob->name);
203 } 204 }
204 205
205 return 0; 206 return 0;
207 } /* params supplied */ 208 } /* params supplied */
208 209
209 /* We get here if cast was given without options or we could not find 210 /* We get here if cast was given without options or we could not find
210 * the requested spell. List all the spells the player knows. 211 * the requested spell. List all the spells the player knows.
211 */ 212 */
212 new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:"); 213 new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:");
213 show_matching_spells (op, params); 214 show_matching_spells (op, params);
215
214 return 1; 216 return 1;
215} 217}
216 218
217/**************************************************************************/ 219/**************************************************************************/
218
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
226int
227legal_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}
250 220
251void 221void
252change_spell (object *op, char k) 222change_spell (object *op, char k)
253{ 223{
254 224 if (op->contr->combat_ob == op->current_weapon)
255 do
256 {
257 op->contr->shoottype = (rangetype) (op->contr->shoottype + ((k == '+') ? 1 : -1));
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 } 225 {
263 while (!legal_range (op, op->contr->shoottype)); 226 if (op->contr->ranged_ob)
264 227 op->change_weapon (op->contr->ranged_ob);
265 /* 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
267 * checking the status of the object.
268 */
269 switch (op->contr->shoottype)
270 { 228 }
271 case range_none: 229 else if (op->contr->ranged_ob == op->current_weapon)
272 new_draw_info (NDI_UNIQUE, 0, op, "No ranged attack chosen.");
273 break;
274
275 case range_golem:
276 new_draw_info (NDI_UNIQUE, 0, op, "You regain control of your golem.");
277 break;
278
279 case range_bow:
280 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");
282 break;
283
284 case range_magic:
285 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to spells (%s).", &op->contr->ranges[range_magic]->name);
286 break;
287
288 case range_misc:
289 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s.", query_base_name (op->contr->ranges[range_misc], 0));
290 break;
291
292 case range_skill:
293 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to skill: %s", op->chosen_skill ? &op->chosen_skill->name : "none");
294 break;
295
296 default:
297 break;
298 } 230 {
299} 231 if (op->contr->combat_ob)
232 op->change_weapon (op->contr->combat_ob);
233 }
300 234
235 //TODO: maybe switch to golem, if any?
236}
301 237
302int 238int
303command_rotateshoottype (object *op, char *params) 239command_rotateshoottype (object *op, char *params)
304{ 240{
305 if (!params) 241 if (!params)
306 change_spell (op, '+'); 242 change_spell (op, '+');
307 else 243 else
308 change_spell (op, params[0]); 244 change_spell (op, params[0]);
245
309 return 0; 246 return 0;
310} 247}

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