ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/c_range.C
(Generate patch)

Comparing deliantra/server/server/c_range.C (file contents):
Revision 1.12 by root, Tue Dec 12 21:39:57 2006 UTC vs.
Revision 1.19 by root, Sun Apr 29 21:44:35 2007 UTC

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
37int 35int
38command_invoke (object *op, char *params) 36command_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 op->contr->ranges[range_golem]->destroy ();
146 op->contr->ranges[range_golem] = 0;
147 }
148 144
149 if (params != NULL) 145 if (params)
150 { 146 {
151 int spellnumber = 0; 147 int spellnumber = 0;
152 148
153 if ((spellnumber = atoi (params))) 149 if ((spellnumber = atoi (params)))
154 for (spob = op->inv; spob && spob->count != spellnumber; spob = spob->below) 150 for (spob = op->inv; spob && spob->count != spellnumber; spob = spob->below)
211 return 1; 207 return 1;
212} 208}
213 209
214/**************************************************************************/ 210/**************************************************************************/
215 211
216/* Returns TRUE if the range specified (int r) is legal - that is,
217 * the character has an item that is equipped for that range type.
218 * return 0 if there is no item of that range type that is usable.
219 * This function could probably be simplified, eg, everything
220 * should index into the ranges[] array.
221 */
222
223int
224legal_range (object *op, int r)
225{
226
227 switch (r)
228 {
229 case range_none: /* "Nothing" is always legal */
230 return 1;
231
232 case range_bow:
233 case range_misc:
234 case range_magic: /* cast spells */
235 return !!op->contr->ranges[r];
236
237 case range_golem: /* Use scrolls */
238 return !!op->contr->ranges[range_golem];
239
240 case range_skill:
241 return !!op->chosen_skill;
242 }
243
244 /* No match above, must not be valid */
245 return 0;
246}
247
248void 212void
249change_spell (object *op, char k) 213change_spell (object *op, char k)
250{ 214{
215 int r = op->contr->shoottype;
251 216
252 do 217 do
253 { 218 r = (r + ((k == '+') ? 1 : -1) + range_size) % range_size;
254 op->contr->shoottype = (rangetype) (op->contr->shoottype + ((k == '+') ? 1 : -1)); 219 while (!op->contr->legal_range ((rangetype) r));
255 if (op->contr->shoottype >= range_size)
256 op->contr->shoottype = range_none;
257 else if (op->contr->shoottype <= range_bottom)
258 op->contr->shoottype = (rangetype) (range_size - 1);
259 }
260 while (!legal_range (op, op->contr->shoottype));
261 220
221 op->contr->set_range ((rangetype) r);
222
262 /* Legal range has already checked that we have an appropriate item 223 /* Legal range has already checked that we have an appropriate item
263 * 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
264 * checking the status of the object. 225 * checking the status of the object.
265 */ 226 */
266 switch (op->contr->shoottype) 227 switch (op->contr->shoottype)
267 { 228 {
268 case range_none: 229 case range_none:
269 new_draw_info (NDI_UNIQUE, 0, op, "No ranged attack chosen."); 230 new_draw_info (NDI_UNIQUE, 0, op, "No ranged attack chosen.");
270 break; 231 break;
271 232
272 case range_golem: 233 case range_golem:
273 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.");
274 break; 235 break;
275 236
276 case range_bow: 237 case range_bow:
277 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]),
278 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");
279 break; 240 break;
280 241
281 case range_magic: 242 case range_magic:
282 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);
283 break; 244 break;
284 245
285 case range_misc: 246 case range_misc:
286 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));
287 break; 248 break;
288 249
289 case range_skill: 250 case range_skill:
290 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);
291 break; 252 break;
292
293 default:
294 break;
295 } 253 }
296} 254}
297
298 255
299int 256int
300command_rotateshoottype (object *op, char *params) 257command_rotateshoottype (object *op, char *params)
301{ 258{
302 if (!params) 259 if (!params)
303 change_spell (op, '+'); 260 change_spell (op, '+');
304 else 261 else
305 change_spell (op, params[0]); 262 change_spell (op, params[0]);
263
306 return 0; 264 return 0;
307} 265}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines