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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 1.48 by root, Fri Jul 2 18:41:42 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
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>
36
37int
38command_invoke (object *op, char *params)
39{
40 return command_cast_spell (op, params, 'i');
41}
42
43int
44command_cast (object *op, char *params)
45{
46 return command_cast_spell (op, params, 'c');
47}
48
49int
50command_prepare (object *op, char *params)
51{
52 return command_cast_spell (op, params, 'p');
53}
54 33
55/* Shows all spells that op knows. If params is supplied, the must match 34/* Shows all spells that op knows. If params is supplied, the must match
56 * that. Given there is more than one skill, we can't supply break 35 * that. Given there is more than one skill, we can't supply break
57 * them down to cleric/wizardry. 36 * them down to cleric/wizardry.
58 */ 37 */
66 /* We go and see what spells the player has. We put them 45 /* We go and see what spells the player has. We put them
67 * into the spell_sort array so that we can sort them - 46 * into the spell_sort array so that we can sort them -
68 * we prefix the skill in the name so that the sorting 47 * we prefix the skill in the name so that the sorting
69 * works better. 48 * works better.
70 */ 49 */
71 for (spell = op->inv; spell != NULL; spell = spell->below) 50 for (spell = op->inv; spell; spell = spell->below)
72 { 51 {
73 /* If it is a spell, and no params are passed, or they 52 /* If it is a spell, and no params are passed, or they
74 * match the name, process this spell. 53 * match the name, process this spell.
75 */ 54 */
76 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params)))) 55 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params))))
85 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic", 64 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic",
86 &spell->name, spell->level, SP_level_spellpoint_cost (op, spell, SPELL_HIGHEST)); 65 &spell->name, spell->level, SP_level_spellpoint_cost (op, spell, SPELL_HIGHEST));
87 } 66 }
88 } 67 }
89 } 68 }
69
90 if (!num_found) 70 if (!num_found)
91 { 71 {
92 /* If a matching string was passed along, now try it without that 72 /* If a matching string was passed along, now try it without that
93 * string. It is odd to do something like 'cast trans', 73 * string. It is odd to do something like 'cast trans',
94 * and it say you have no spells, when really, you do, but just 74 * and it say you have no spells, when really, you do, but just
104 /* Note in the code below that we make some 84 /* Note in the code below that we make some
105 * presumptions that there will be a colon in the 85 * presumptions that there will be a colon in the
106 * string. given the code above, this is always 86 * string. given the code above, this is always
107 * the case. 87 * the case.
108 */ 88 */
109 qsort (spell_sort, num_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 89 qsort (spell_sort, num_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
110 strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */ 90 strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */
111 for (i = 0; i < num_found; i++) 91 for (i = 0; i < num_found; i++)
112 { 92 {
113 /* Different skill name, so print banner */ 93 /* Different skill name, so print banner */
114 if (strncmp (tmp, spell_sort[i], strlen (tmp))) 94 if (strncmp (tmp, spell_sort[i], strlen (tmp)))
127/* sets up to cast a spell. op is the caster, params is the spell name, 107/* sets up to cast a spell. op is the caster, params is the spell name,
128 * and command is the first letter of the spell type (c=cast, i=invoke, 108 * and command is the first letter of the spell type (c=cast, i=invoke,
129 * p=prepare). Invoke casts a spell immediately, where as cast (and I believe 109 * p=prepare). Invoke casts a spell immediately, where as cast (and I believe
130 * prepare) just set up the range type. 110 * prepare) just set up the range type.
131 */ 111 */
132int 112static int
133command_cast_spell (object *op, char *params, char command) 113command_cast_spell (object *op, char *params, char command)
134{ 114{
135 int castnow = 0; 115 int castnow = 0;
136 char *cp; 116 char *cp;
137 object *spob; 117 object *spob;
138 118
139 if (command == 'i') 119 if (command == 'i')
140 castnow = 1; 120 castnow = 1;
141 121
142 /* Remove control of the golem */ 122 /* Remove control of the golem */
143 if (op->contr->ranges[range_golem]) 123 if (object *golem = op->contr->golem)
144 { 124 golem->drop_and_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);
148 125
149 op->contr->ranges[range_golem] = 0;
150 }
151
152 if (params != NULL) 126 if (params)
153 { 127 {
154 int spellnumber = 0; 128 int spellnumber = 0;
155 129
156 if ((spellnumber = atoi (params))) 130 if ((spellnumber = atoi (params)))
157 for (spob = op->inv; spob && spob->count != spellnumber; spob = spob->below) 131 for (spob = op->inv; spob && spob->count != spellnumber; spob = spob->below)
173 cp++; 147 cp++;
174 if (!strncmp (cp, "of ", 3)) 148 if (!strncmp (cp, "of ", 3))
175 cp += 3; 149 cp += 3;
176 } 150 }
177 } 151 }
178 else if (strlen (params) > (size_t) strlen (spob->name)) 152 else if (strlen (params) > strlen (spob->name))
179 { 153 {
180 cp = params + strlen (spob->name); 154 cp = params + strlen (spob->name);
181 *cp = 0; 155 *cp = 0;
182 cp++; 156 cp++;
183 if (!strncmp (cp, "of ", 3)) 157 if (!strncmp (cp, "of ", 3))
184 cp += 3; 158 cp += 3;
185 } 159 }
186 else 160 else
187 cp = NULL; 161 cp = NULL;
188 162
189 if (spob->skill && !find_skill_by_name (op, spob->skill))
190 {
191 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s!", &spob->skill, &spob->name);
192 return 1;
193 }
194
195 if (castnow) 163 if (castnow)
196 cast_spell (op, op, op->facing, spob, cp); 164 cast_spell (op, op, op->facing, spob, cp);
197 else 165 else if (op->apply (spob))
198 { 166 {
199 op->contr->ranges[range_magic] = spob; 167 splay (spob);
200 op->contr->shoottype = range_magic;
201 assign (op->contr->spellparam, cp ? cp : ""); 168 assign (op->contr->spellparam, cp ? cp : "");
202 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready the spell %s", &spob->name);
203 } 169 }
204 170
205 return 0; 171 return 0;
206 } /* else fall through to below and print spells */ 172 } /* else fall through to below and print spells */
207 } /* params supplied */ 173 } /* params supplied */
208 174
209 /* We get here if cast was given without options or we could not find 175 /* 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. 176 * the requested spell. List all the spells the player knows.
211 */ 177 */
212 new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:"); 178 new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:");
213 show_matching_spells (op, params); 179 show_matching_spells (op, params);
180
214 return 1; 181 return 1;
215} 182}
216 183
184int
185command_invoke (object *op, char *params)
186{
187 return command_cast_spell (op, params, 'i');
188}
189
190int
191command_cast (object *op, char *params)
192{
193 return command_cast_spell (op, params, 'c');
194}
195
196int
197command_prepare (object *op, char *params)
198{
199 return command_cast_spell (op, params, 'p');
200}
201
217/**************************************************************************/ 202/**************************************************************************/
218 203
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 204int
227legal_range (object *op, int r) 205command_rotateshoottype (object *op, char *params)
228{ 206{
207 if (op->contr->combat_ob && op->contr->ranged_ob)
208 op->apply (
209 op->current_weapon == op->contr->combat_ob
210 ? op->contr->ranged_ob
211 : op->contr->combat_ob
212 );
229 213
230 switch (r) 214 //TODO: maybe switch to golem, if any?
231 {
232 case range_none: /* "Nothing" is always legal */
233 return 1;
234 215
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; 216 return 0;
249} 217}
250 218
251void
252change_spell (object *op, char k)
253{
254
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 }
263 while (!legal_range (op, op->contr->shoottype));
264
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 {
271 case range_none:
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 }
299}
300
301
302int
303command_rotateshoottype (object *op, char *params)
304{
305 if (!params)
306 change_spell (op, '+');
307 else
308 change_spell (op, params[0]);
309 return 0;
310}

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