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 | |
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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__ |
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30 | # include <sproto.h> |
29 | #include <sproto.h> |
31 | #endif |
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32 | #include <spells.h> |
30 | #include <spells.h> |
33 | #include <skills.h> |
31 | #include <skills.h> |
34 | #include <newclient.h> |
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35 | #include <commands.h> |
32 | #include <commands.h> |
36 | |
33 | |
37 | int |
34 | int |
38 | command_invoke (object *op, char *params) |
35 | command_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 | } |
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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]); |
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146 | op->contr->ranges[range_golem]->remove (); |
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147 | op->contr->ranges[range_golem]->destroy (0); |
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148 | |
143 | |
149 | op->contr->ranges[range_golem] = 0; |
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150 | } |
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151 | |
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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 | |
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181 | if (!spob->skill) |
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182 | { |
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183 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s is a weird spell, please report it to the dungeon master!", &spob->name); |
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184 | LOG (llevError, "spell without skill found: %s", spob->debug_desc ()); |
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185 | return 1; |
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186 | } |
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187 | |
189 | if (spob->skill && !find_skill_by_name (op, spob->skill)) |
188 | object *skill = find_skill_by_name (op, spob->skill); |
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189 | |
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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); |
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215 | |
214 | return 1; |
216 | return 1; |
215 | } |
217 | } |
216 | |
218 | |
217 | /**************************************************************************/ |
219 | /**************************************************************************/ |
218 | |
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219 | /* Returns TRUE if the range specified (int r) is legal - that is, |
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220 | * the character has an item that is equipped for that range type. |
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221 | * return 0 if there is no item of that range type that is usable. |
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222 | * This function could probably be simplified, eg, everything |
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223 | * should index into the ranges[] array. |
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224 | */ |
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225 | |
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226 | int |
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227 | legal_range (object *op, int r) |
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228 | { |
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229 | |
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230 | switch (r) |
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231 | { |
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232 | case range_none: /* "Nothing" is always legal */ |
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233 | return 1; |
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234 | |
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235 | case range_bow: |
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236 | case range_misc: |
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237 | case range_magic: /* cast spells */ |
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238 | return !!op->contr->ranges[r]; |
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239 | |
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240 | case range_golem: /* Use scrolls */ |
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241 | return !!op->contr->ranges[range_golem]; |
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242 | |
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243 | case range_skill: |
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244 | return !!op->chosen_skill; |
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245 | } |
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246 | |
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247 | /* No match above, must not be valid */ |
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248 | return 0; |
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249 | } |
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250 | |
220 | |
251 | void |
221 | void |
252 | change_spell (object *op, char k) |
222 | change_spell (object *op, char k) |
253 | { |
223 | { |
254 | |
224 | if (op->contr->combat_ob == op->current_weapon) |
255 | do |
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256 | { |
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257 | op->contr->shoottype = (rangetype) (op->contr->shoottype + ((k == '+') ? 1 : -1)); |
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258 | if (op->contr->shoottype >= range_size) |
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259 | op->contr->shoottype = range_none; |
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260 | else if (op->contr->shoottype <= range_bottom) |
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261 | op->contr->shoottype = (rangetype) (range_size - 1); |
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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 |
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266 | * that uses the slot, so we don't need to be too careful about |
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267 | * checking the status of the object. |
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268 | */ |
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269 | switch (op->contr->shoottype) |
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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."); |
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273 | break; |
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274 | |
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275 | case range_golem: |
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276 | new_draw_info (NDI_UNIQUE, 0, op, "You regain control of your golem."); |
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277 | break; |
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278 | |
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279 | case range_bow: |
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280 | new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s and %s.", query_name (op->contr->ranges[range_bow]), |
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281 | op->contr->ranges[range_bow]->race ? &op->contr->ranges[range_bow]->race : "nothing"); |
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282 | break; |
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283 | |
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284 | case range_magic: |
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285 | new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to spells (%s).", &op->contr->ranges[range_magic]->name); |
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286 | break; |
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287 | |
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288 | case range_misc: |
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289 | new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s.", query_base_name (op->contr->ranges[range_misc], 0)); |
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290 | break; |
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291 | |
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292 | case range_skill: |
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293 | new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to skill: %s", op->chosen_skill ? &op->chosen_skill->name : "none"); |
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294 | break; |
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295 | |
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296 | default: |
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297 | break; |
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298 | } |
230 | { |
299 | } |
231 | if (op->contr->combat_ob) |
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232 | op->change_weapon (op->contr->combat_ob); |
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233 | } |
300 | |
234 | |
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235 | //TODO: maybe switch to golem, if any? |
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236 | } |
301 | |
237 | |
302 | int |
238 | int |
303 | command_rotateshoottype (object *op, char *params) |
239 | command_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]); |
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245 | |
309 | return 0; |
246 | return 0; |
310 | } |
247 | } |