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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 1.53 by root, Sun Nov 25 14:59:25 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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> 33
35#include <commands.h> 34/* Shows all spells that op knows. If params is supplied, the must match
35 * that. Given there is more than one skill, we can't supply break
36 * them down to cleric/wizardry.
37 */
38static void
39show_matching_spells (object *op, char *params)
40{
41 object *spell;
42 char spell_sort[NROFREALSPELLS][MAX_BUF], tmp[MAX_BUF], *cp;
43 int num_found = 0, i;
44
45 /* We go and see what spells the player has. We put them
46 * into the spell_sort array so that we can sort them -
47 * we prefix the skill in the name so that the sorting
48 * works better.
49 */
50 for (spell = op->inv; spell; spell = spell->below)
51 {
52 /* If it is a spell, and no params are passed, or they
53 * match the name, process this spell.
54 */
55 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params))))
56 {
57 if (spell->path_attuned & op->path_denied)
58 {
59 sprintf (spell_sort[num_found++], "%s:%-22s %3s %3s", spell->skill ? &spell->skill : "generic", &spell->name, "den", "den");
60 }
61 else
62 {
63 sprintf (spell_sort[num_found++],
64 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic",
65 &spell->name, spell->level, SP_level_spellpoint_cost (op, spell, SPELL_HIGHEST));
66 }
67 }
68 }
69
70 if (!num_found)
71 {
72 /* If a matching string was passed along, now try it without that
73 * string. It is odd to do something like 'cast trans',
74 * and it say you have no spells, when really, you do, but just
75 * nothing that matches.
76 */
77 if (params)
78 show_matching_spells (op, NULL);
79 else
80 new_draw_info (NDI_UNIQUE, 0, op, "You know no spells");
81 }
82 else
83 {
84 /* Note in the code below that we make some
85 * presumptions that there will be a colon in the
86 * string. given the code above, this is always
87 * the case.
88 */
89 qsort (spell_sort, num_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
90 strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */
91 for (i = 0; i < num_found; i++)
92 {
93 /* Different skill name, so print banner */
94 if (strncmp (tmp, spell_sort[i], strlen (tmp)))
95 {
96 strcpy (tmp, spell_sort[i]);
97 cp = strchr (tmp, ':');
98 *cp = '\0';
99 new_draw_info (NDI_UNIQUE, 0, op, "");
100 new_draw_info_format (NDI_UNIQUE, 0, op, "%s spells %.*s [lvl] [sp]", tmp, 12 - strlen (tmp), " ");
101 }
102 new_draw_info (NDI_UNIQUE, 0, op, strchr (spell_sort[i], ':') + 1);
103 }
104 }
105}
106
107/* sets up to cast a spell. op is the caster, params is the spell name,
108 * and command is the first letter of the spell type (c=cast, i=invoke,
109 * p=prepare). Invoke casts a spell immediately, where as cast (and I believe
110 * prepare) just set up the range type.
111 */
112static int
113command_cast_spell (object *op, char *params, char command)
114{
115 int castnow = 0;
116 char *cp;
117
118 if (command == 'i')
119 castnow = 1;
120
121 /* Remove control of the golem */
122 if (object *golem = op->contr->golem)
123 golem->drop_and_destroy ();
124
125 if (params)
126 {
127 object *spob = op->find_spell (params);
128
129 if (spob)
130 {
131 if (strlen (params) > strlen (spob->name))
132 {
133 cp = params + strlen (spob->name);
134 *cp = 0;
135 cp++;
136 if (!strncmp (cp, "of ", 3))
137 cp += 3;
138 }
139 else
140 cp = NULL;
141
142 if (castnow)
143 cast_spell (op, op, op->facing, spob, cp);
144 else if (op->apply (spob))
145 {
146 splay (spob);
147 assign (op->contr->spellparam, cp ? cp : "");
148 }
149
150 return 0;
151 } /* else fall through to below and print spells */
152 } /* params supplied */
153
154 /* We get here if cast was given without options or we could not find
155 * the requested spell. List all the spells the player knows.
156 */
157 new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:");
158 show_matching_spells (op, params);
159
160 return 1;
161}
36 162
37int 163int
38command_invoke (object *op, char *params) 164command_invoke (object *op, char *params)
39{ 165{
40 return command_cast_spell (op, params, 'i'); 166 return command_cast_spell (op, params, 'i');
50command_prepare (object *op, char *params) 176command_prepare (object *op, char *params)
51{ 177{
52 return command_cast_spell (op, params, 'p'); 178 return command_cast_spell (op, params, 'p');
53} 179}
54 180
55/* 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
57 * them down to cleric/wizardry.
58 */
59static void
60show_matching_spells (object *op, char *params)
61{
62 object *spell;
63 char spell_sort[NROFREALSPELLS][MAX_BUF], tmp[MAX_BUF], *cp;
64 int num_found = 0, i;
65
66 /* We go and see what spells the player has. We put them
67 * into the spell_sort array so that we can sort them -
68 * we prefix the skill in the name so that the sorting
69 * works better.
70 */
71 for (spell = op->inv; spell != NULL; spell = spell->below)
72 {
73 /* If it is a spell, and no params are passed, or they
74 * match the name, process this spell.
75 */
76 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params))))
77 {
78 if (spell->path_attuned & op->path_denied)
79 {
80 sprintf (spell_sort[num_found++], "%s:%-22s %3s %3s", spell->skill ? &spell->skill : "generic", &spell->name, "den", "den");
81 }
82 else
83 {
84 sprintf (spell_sort[num_found++],
85 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic",
86 &spell->name, spell->level, SP_level_spellpoint_cost (op, spell, SPELL_HIGHEST));
87 }
88 }
89 }
90 if (!num_found)
91 {
92 /* If a matching string was passed along, now try it without that
93 * string. It is odd to do something like 'cast trans',
94 * and it say you have no spells, when really, you do, but just
95 * nothing that matches.
96 */
97 if (params)
98 show_matching_spells (op, NULL);
99 else
100 new_draw_info (NDI_UNIQUE, 0, op, "You know no spells");
101 }
102 else
103 {
104 /* Note in the code below that we make some
105 * presumptions that there will be a colon in the
106 * string. given the code above, this is always
107 * the case.
108 */
109 qsort (spell_sort, num_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp);
110 strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */
111 for (i = 0; i < num_found; i++)
112 {
113 /* Different skill name, so print banner */
114 if (strncmp (tmp, spell_sort[i], strlen (tmp)))
115 {
116 strcpy (tmp, spell_sort[i]);
117 cp = strchr (tmp, ':');
118 *cp = '\0';
119 new_draw_info (NDI_UNIQUE, 0, op, "");
120 new_draw_info_format (NDI_UNIQUE, 0, op, "%s spells %.*s [lvl] [sp]", tmp, 12 - strlen (tmp), " ");
121 }
122 new_draw_info (NDI_UNIQUE, 0, op, strchr (spell_sort[i], ':') + 1);
123 }
124 }
125}
126
127/* 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,
129 * p=prepare). Invoke casts a spell immediately, where as cast (and I believe
130 * prepare) just set up the range type.
131 */
132int
133command_cast_spell (object *op, char *params, char command)
134{
135 int castnow = 0;
136 char *cp;
137 object *spob;
138
139 if (command == 'i')
140 castnow = 1;
141
142 /* Remove control of the golem */
143 if (op->contr->ranges[range_golem])
144 {
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
149 op->contr->ranges[range_golem] = 0;
150 }
151
152 if (params != NULL)
153 {
154 int spellnumber = 0;
155
156 if ((spellnumber = atoi (params)))
157 for (spob = op->inv; spob && spob->count != spellnumber; spob = spob->below)
158 /* nop */;
159 else
160 spob = lookup_spell_by_name (op, params);
161
162 if (spob && spob->type == SPELL)
163 {
164 /* Now grab any extra data, if there is any. Forward pass
165 * any 'of' delimiter
166 */
167 if (spellnumber)
168 {
169 /* if we passed a number, the options start at the second word */
170 cp = strchr (params, ' ');
171 if (cp)
172 {
173 cp++;
174 if (!strncmp (cp, "of ", 3))
175 cp += 3;
176 }
177 }
178 else if (strlen (params) > (size_t) strlen (spob->name))
179 {
180 cp = params + strlen (spob->name);
181 *cp = 0;
182 cp++;
183 if (!strncmp (cp, "of ", 3))
184 cp += 3;
185 }
186 else
187 cp = NULL;
188
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)
196 cast_spell (op, op, op->facing, spob, cp);
197 else
198 {
199 op->contr->ranges[range_magic] = spob;
200 op->contr->shoottype = range_magic;
201 assign (op->contr->spellparam, cp ? cp : "");
202 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready the spell %s", &spob->name);
203 }
204
205 return 0;
206 } /* else fall through to below and print spells */
207 } /* params supplied */
208
209 /* 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 */
212 new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:");
213 show_matching_spells (op, params);
214 return 1;
215}
216
217/**************************************************************************/ 181/**************************************************************************/
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
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
301 182
302int 183int
303command_rotateshoottype (object *op, char *params) 184command_rotateshoottype (object *op, char *params)
304{ 185{
305 if (!params) 186 if (op->contr->combat_ob && op->contr->ranged_ob)
306 change_spell (op, '+'); 187 op->apply (
307 else 188 op->current_weapon == op->contr->combat_ob
308 change_spell (op, params[0]); 189 ? op->contr->ranged_ob
190 : op->contr->combat_ob
191 );
192
193 //TODO: maybe switch to golem, if any?
194
309 return 0; 195 return 0;
310} 196}
197

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