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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
6 | |
8 | * |
7 | This program is free software; you can redistribute it and/or modify |
9 | * 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 |
10 | * 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 |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | (at your option) any later version. |
12 | * option) any later version. |
11 | |
13 | * |
12 | This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
16 | |
18 | * |
17 | You should have received a copy of the GNU General Public License |
19 | * 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 |
20 | * and the GNU General Public License along with this program. If not, see |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | * <http://www.gnu.org/licenses/>. |
20 | |
22 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
24 | */ |
23 | |
25 | |
24 | /* This file deals with range related commands (casting, shooting, |
26 | /* This file deals with range related commands (casting, shooting, |
25 | * throwing, etc. |
27 | * throwing, etc. |
26 | */ |
28 | */ |
27 | |
29 | |
28 | #include <global.h> |
30 | #include <global.h> |
29 | #ifndef __CEXTRACT__ |
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30 | # include <sproto.h> |
31 | #include <sproto.h> |
31 | #endif |
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32 | #include <spells.h> |
32 | #include <spells.h> |
33 | #include <skills.h> |
33 | #include <skills.h> |
34 | #include <newclient.h> |
34 | |
35 | #include <commands.h> |
35 | /* Shows all spells that op knows. If params is supplied, the must match |
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36 | * that. Given there is more than one skill, we can't supply break |
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37 | * them down to cleric/wizardry. |
|
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38 | */ |
|
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39 | static void |
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40 | show_matching_spells (object *op, char *params) |
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41 | { |
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42 | object *spell; |
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43 | char spell_sort[NROFREALSPELLS][MAX_BUF], tmp[MAX_BUF], *cp; |
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44 | int num_found = 0, i; |
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45 | |
|
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46 | /* We go and see what spells the player has. We put them |
|
|
47 | * into the spell_sort array so that we can sort them - |
|
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48 | * we prefix the skill in the name so that the sorting |
|
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49 | * works better. |
|
|
50 | */ |
|
|
51 | for (spell = op->inv; spell; spell = spell->below) |
|
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52 | { |
|
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53 | /* If it is a spell, and no params are passed, or they |
|
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54 | * match the name, process this spell. |
|
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55 | */ |
|
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56 | if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params)))) |
|
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57 | { |
|
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58 | if (spell->path_attuned & op->path_denied) |
|
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59 | { |
|
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60 | sprintf (spell_sort[num_found++], "%s:%-22s %3s %3s", spell->skill ? &spell->skill : "generic", &spell->name, "den", "den"); |
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61 | } |
|
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62 | else |
|
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63 | { |
|
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64 | sprintf (spell_sort[num_found++], |
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65 | "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic", |
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66 | &spell->name, spell->level, SP_level_spellpoint_cost (op, spell, SPELL_HIGHEST)); |
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67 | } |
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68 | } |
|
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69 | } |
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70 | |
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71 | if (!num_found) |
|
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72 | { |
|
|
73 | /* If a matching string was passed along, now try it without that |
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74 | * string. It is odd to do something like 'cast trans', |
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75 | * and it say you have no spells, when really, you do, but just |
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76 | * nothing that matches. |
|
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77 | */ |
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78 | if (params) |
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79 | show_matching_spells (op, NULL); |
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80 | else |
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81 | new_draw_info (NDI_UNIQUE, 0, op, "You know no spells"); |
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82 | } |
|
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83 | else |
|
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84 | { |
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85 | /* Note in the code below that we make some |
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86 | * presumptions that there will be a colon in the |
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87 | * string. given the code above, this is always |
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88 | * the case. |
|
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89 | */ |
|
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90 | qsort (spell_sort, num_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp); |
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91 | strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */ |
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92 | for (i = 0; i < num_found; i++) |
|
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93 | { |
|
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94 | /* Different skill name, so print banner */ |
|
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95 | if (strncmp (tmp, spell_sort[i], strlen (tmp))) |
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96 | { |
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97 | strcpy (tmp, spell_sort[i]); |
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98 | cp = strchr (tmp, ':'); |
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99 | *cp = '\0'; |
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100 | new_draw_info (NDI_UNIQUE, 0, op, ""); |
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101 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s spells %.*s [lvl] [sp]", tmp, 12 - strlen (tmp), " "); |
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102 | } |
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103 | new_draw_info (NDI_UNIQUE, 0, op, strchr (spell_sort[i], ':') + 1); |
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104 | } |
|
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105 | } |
|
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106 | } |
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107 | |
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108 | /* sets up to cast a spell. op is the caster, params is the spell name, |
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109 | * and command is the first letter of the spell type (c=cast, i=invoke, |
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110 | * p=prepare). Invoke casts a spell immediately, where as cast (and I believe |
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111 | * prepare) just set up the range type. |
|
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112 | */ |
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113 | static int |
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114 | command_cast_spell (object *op, char *params, char command) |
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115 | { |
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116 | int castnow = 0; |
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117 | char *cp; |
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118 | |
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119 | if (command == 'i') |
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120 | castnow = 1; |
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121 | |
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122 | /* Remove control of the golem */ |
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123 | if (object *golem = op->contr->golem) |
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124 | golem->drop_and_destroy (); |
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125 | |
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126 | if (params) |
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127 | { |
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128 | object *spob = op->find_spell (params); |
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129 | |
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130 | if (spob) |
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131 | { |
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132 | if (strlen (params) > strlen (spob->name)) |
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133 | { |
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134 | cp = params + strlen (spob->name); |
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135 | *cp = 0; |
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136 | cp++; |
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137 | if (!strncmp (cp, "of ", 3)) |
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138 | cp += 3; |
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139 | } |
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140 | else |
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141 | cp = NULL; |
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142 | |
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143 | if (castnow) |
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144 | cast_spell (op, op, op->facing, spob, cp); |
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145 | else if (op->apply (spob)) |
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146 | { |
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147 | splay (spob); |
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148 | assign (op->contr->spellparam, cp ? cp : ""); |
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149 | } |
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150 | |
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151 | return 0; |
|
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152 | } /* else fall through to below and print spells */ |
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153 | } /* params supplied */ |
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154 | |
|
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155 | /* We get here if cast was given without options or we could not find |
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156 | * the requested spell. List all the spells the player knows. |
|
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157 | */ |
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158 | new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:"); |
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159 | show_matching_spells (op, params); |
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160 | |
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161 | return 1; |
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162 | } |
36 | |
163 | |
37 | int |
164 | int |
38 | command_invoke (object *op, char *params) |
165 | command_invoke (object *op, char *params) |
39 | { |
166 | { |
40 | return command_cast_spell (op, params, 'i'); |
167 | return command_cast_spell (op, params, 'i'); |
… | |
… | |
50 | command_prepare (object *op, char *params) |
177 | command_prepare (object *op, char *params) |
51 | { |
178 | { |
52 | return command_cast_spell (op, params, 'p'); |
179 | return command_cast_spell (op, params, 'p'); |
53 | } |
180 | } |
54 | |
181 | |
55 | /* Shows all spells that op knows. If params is supplied, the must match |
|
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56 | * that. Given there is more than one skill, we can't supply break |
|
|
57 | * them down to cleric/wizardry. |
|
|
58 | */ |
|
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59 | static void |
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60 | show_matching_spells (object *op, char *params) |
|
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61 | { |
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62 | object *spell; |
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63 | char spell_sort[NROFREALSPELLS][MAX_BUF], tmp[MAX_BUF], *cp; |
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64 | int num_found = 0, i; |
|
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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)))) |
|
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77 | { |
|
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78 | if (spell->path_attuned & op->path_denied) |
|
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79 | { |
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80 | sprintf (spell_sort[num_found++], "%s:%-22s %3s %3s", spell->skill ? &spell->skill : "generic", &spell->name, "den", "den"); |
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81 | } |
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82 | else |
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83 | { |
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84 | sprintf (spell_sort[num_found++], |
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85 | "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic", |
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86 | &spell->name, spell->level, SP_level_spellpoint_cost (op, spell, SPELL_HIGHEST)); |
|
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87 | } |
|
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88 | } |
|
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89 | } |
|
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90 | if (!num_found) |
|
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91 | { |
|
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92 | /* If a matching string was passed along, now try it without that |
|
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93 | * string. It is odd to do something like 'cast trans', |
|
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94 | * and it say you have no spells, when really, you do, but just |
|
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95 | * nothing that matches. |
|
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96 | */ |
|
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97 | if (params) |
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98 | show_matching_spells (op, NULL); |
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99 | else |
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100 | new_draw_info (NDI_UNIQUE, 0, op, "You know no spells"); |
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101 | } |
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102 | else |
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103 | { |
|
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104 | /* Note in the code below that we make some |
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105 | * presumptions that there will be a colon in the |
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106 | * string. given the code above, this is always |
|
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107 | * the case. |
|
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108 | */ |
|
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109 | qsort (spell_sort, num_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); |
|
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110 | strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */ |
|
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111 | for (i = 0; i < num_found; i++) |
|
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112 | { |
|
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113 | /* Different skill name, so print banner */ |
|
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114 | if (strncmp (tmp, spell_sort[i], strlen (tmp))) |
|
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115 | { |
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116 | strcpy (tmp, spell_sort[i]); |
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117 | cp = strchr (tmp, ':'); |
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118 | *cp = '\0'; |
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119 | new_draw_info (NDI_UNIQUE, 0, op, ""); |
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120 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s spells %.*s [lvl] [sp]", tmp, 12 - strlen (tmp), " "); |
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121 | } |
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122 | new_draw_info (NDI_UNIQUE, 0, op, strchr (spell_sort[i], ':') + 1); |
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123 | } |
|
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124 | } |
|
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125 | } |
|
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126 | |
|
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127 | /* sets up to cast a spell. op is the caster, params is the spell name, |
|
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128 | * and command is the first letter of the spell type (c=cast, i=invoke, |
|
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129 | * p=prepare). Invoke casts a spell immediately, where as cast (and I believe |
|
|
130 | * prepare) just set up the range type. |
|
|
131 | */ |
|
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132 | int |
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133 | command_cast_spell (object *op, char *params, char command) |
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134 | { |
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135 | int castnow = 0; |
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136 | char *cp; |
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137 | object *spob; |
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138 | |
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139 | if (command == 'i') |
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140 | castnow = 1; |
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141 | |
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142 | /* Remove control of the golem */ |
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143 | if (op->contr->ranges[range_golem]) |
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144 | { |
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145 | op->contr->ranges[range_golem]->destroy (); |
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146 | op->contr->ranges[range_golem] = 0; |
|
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147 | } |
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148 | |
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149 | if (params != NULL) |
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150 | { |
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151 | int spellnumber = 0; |
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152 | |
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153 | if ((spellnumber = atoi (params))) |
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154 | for (spob = op->inv; spob && spob->count != spellnumber; spob = spob->below) |
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155 | /* nop */; |
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156 | else |
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157 | spob = lookup_spell_by_name (op, params); |
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158 | |
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159 | if (spob && spob->type == SPELL) |
|
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160 | { |
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161 | /* Now grab any extra data, if there is any. Forward pass |
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162 | * any 'of' delimiter |
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163 | */ |
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164 | if (spellnumber) |
|
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165 | { |
|
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166 | /* if we passed a number, the options start at the second word */ |
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167 | cp = strchr (params, ' '); |
|
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168 | if (cp) |
|
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169 | { |
|
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170 | cp++; |
|
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171 | if (!strncmp (cp, "of ", 3)) |
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172 | cp += 3; |
|
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173 | } |
|
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174 | } |
|
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175 | else if (strlen (params) > (size_t) strlen (spob->name)) |
|
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176 | { |
|
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177 | cp = params + strlen (spob->name); |
|
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178 | *cp = 0; |
|
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179 | cp++; |
|
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180 | if (!strncmp (cp, "of ", 3)) |
|
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181 | cp += 3; |
|
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182 | } |
|
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183 | else |
|
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184 | cp = NULL; |
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185 | |
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186 | if (spob->skill && !find_skill_by_name (op, spob->skill)) |
|
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187 | { |
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188 | new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s!", &spob->skill, &spob->name); |
|
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189 | return 1; |
|
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190 | } |
|
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191 | |
|
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192 | if (castnow) |
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193 | cast_spell (op, op, op->facing, spob, cp); |
|
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194 | else |
|
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195 | { |
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196 | op->contr->ranges[range_magic] = spob; |
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197 | op->contr->shoottype = range_magic; |
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198 | assign (op->contr->spellparam, cp ? cp : ""); |
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199 | new_draw_info_format (NDI_UNIQUE, 0, op, "You ready the spell %s", &spob->name); |
|
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200 | } |
|
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201 | |
|
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202 | return 0; |
|
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203 | } /* else fall through to below and print spells */ |
|
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204 | } /* params supplied */ |
|
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205 | |
|
|
206 | /* We get here if cast was given without options or we could not find |
|
|
207 | * the requested spell. List all the spells the player knows. |
|
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208 | */ |
|
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209 | new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:"); |
|
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210 | show_matching_spells (op, params); |
|
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211 | return 1; |
|
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212 | } |
|
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213 | |
|
|
214 | /**************************************************************************/ |
182 | /**************************************************************************/ |
215 | |
|
|
216 | /* Returns TRUE if the range specified (int r) is legal - that is, |
|
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217 | * the character has an item that is equipped for that range type. |
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218 | * return 0 if there is no item of that range type that is usable. |
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219 | * This function could probably be simplified, eg, everything |
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220 | * should index into the ranges[] array. |
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221 | */ |
|
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222 | |
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223 | int |
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224 | legal_range (object *op, int r) |
|
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225 | { |
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226 | |
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227 | switch (r) |
|
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228 | { |
|
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229 | case range_none: /* "Nothing" is always legal */ |
|
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230 | return 1; |
|
|
231 | |
|
|
232 | case range_bow: |
|
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233 | case range_misc: |
|
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234 | case range_magic: /* cast spells */ |
|
|
235 | return !!op->contr->ranges[r]; |
|
|
236 | |
|
|
237 | case range_golem: /* Use scrolls */ |
|
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238 | return !!op->contr->ranges[range_golem]; |
|
|
239 | |
|
|
240 | case range_skill: |
|
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241 | return !!op->chosen_skill; |
|
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242 | } |
|
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243 | |
|
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244 | /* No match above, must not be valid */ |
|
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245 | return 0; |
|
|
246 | } |
|
|
247 | |
|
|
248 | void |
|
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249 | change_spell (object *op, char k) |
|
|
250 | { |
|
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251 | |
|
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252 | do |
|
|
253 | { |
|
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254 | op->contr->shoottype = (rangetype) (op->contr->shoottype + ((k == '+') ? 1 : -1)); |
|
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255 | if (op->contr->shoottype >= range_size) |
|
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256 | op->contr->shoottype = range_none; |
|
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257 | else if (op->contr->shoottype <= range_bottom) |
|
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258 | op->contr->shoottype = (rangetype) (range_size - 1); |
|
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259 | } |
|
|
260 | while (!legal_range (op, op->contr->shoottype)); |
|
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261 | |
|
|
262 | /* 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 |
|
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264 | * checking the status of the object. |
|
|
265 | */ |
|
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266 | switch (op->contr->shoottype) |
|
|
267 | { |
|
|
268 | case range_none: |
|
|
269 | new_draw_info (NDI_UNIQUE, 0, op, "No ranged attack chosen."); |
|
|
270 | break; |
|
|
271 | |
|
|
272 | case range_golem: |
|
|
273 | new_draw_info (NDI_UNIQUE, 0, op, "You regain control of your golem."); |
|
|
274 | break; |
|
|
275 | |
|
|
276 | case range_bow: |
|
|
277 | 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"); |
|
|
279 | break; |
|
|
280 | |
|
|
281 | case range_magic: |
|
|
282 | new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to spells (%s).", &op->contr->ranges[range_magic]->name); |
|
|
283 | break; |
|
|
284 | |
|
|
285 | case range_misc: |
|
|
286 | new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s.", query_base_name (op->contr->ranges[range_misc], 0)); |
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287 | break; |
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288 | |
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289 | case range_skill: |
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290 | new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to skill: %s", op->chosen_skill ? &op->chosen_skill->name : "none"); |
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291 | break; |
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292 | |
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293 | default: |
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294 | break; |
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295 | } |
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296 | } |
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297 | |
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298 | |
183 | |
299 | int |
184 | int |
300 | command_rotateshoottype (object *op, char *params) |
185 | command_rotateshoottype (object *op, char *params) |
301 | { |
186 | { |
302 | if (!params) |
187 | if (op->contr->combat_ob && op->contr->ranged_ob) |
303 | change_spell (op, '+'); |
188 | op->apply ( |
304 | else |
189 | op->current_weapon == op->contr->combat_ob |
305 | change_spell (op, params[0]); |
190 | ? op->contr->ranged_ob |
|
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191 | : op->contr->combat_ob |
|
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192 | ); |
|
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193 | |
|
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194 | //TODO: maybe switch to golem, if any? |
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195 | |
306 | return 0; |
196 | return 0; |
307 | } |
197 | } |
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198 | |