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Comparing deliantra/server/server/c_range.C (file contents):
Revision 1.18 by root, Tue Apr 24 12:32:16 2007 UTC vs.
Revision 1.34 by root, Tue May 6 16:55:26 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* This file deals with range related commands (casting, shooting, 24/* This file deals with range related commands (casting, shooting,
26 * throwing, etc. 25 * throwing, etc.
27 */ 26 */
64 /* 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
65 * into the spell_sort array so that we can sort them - 64 * into the spell_sort array so that we can sort them -
66 * we prefix the skill in the name so that the sorting 65 * we prefix the skill in the name so that the sorting
67 * works better. 66 * works better.
68 */ 67 */
69 for (spell = op->inv; spell != NULL; spell = spell->below) 68 for (spell = op->inv; spell; spell = spell->below)
70 { 69 {
71 /* 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
72 * match the name, process this spell. 71 * match the name, process this spell.
73 */ 72 */
74 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params)))) 73 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params))))
83 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic", 82 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic",
84 &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));
85 } 84 }
86 } 85 }
87 } 86 }
87
88 if (!num_found) 88 if (!num_found)
89 { 89 {
90 /* 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
91 * string. It is odd to do something like 'cast trans', 91 * string. It is odd to do something like 'cast trans',
92 * 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
136 136
137 if (command == 'i') 137 if (command == 'i')
138 castnow = 1; 138 castnow = 1;
139 139
140 /* Remove control of the golem */ 140 /* Remove control of the golem */
141 if (object *golem = op->contr->ranges[range_golem]) 141 if (object *golem = op->contr->golem)
142 golem->destroy (); 142 golem->destroy ();
143 143
144 if (params) 144 if (params)
145 { 145 {
146 int spellnumber = 0; 146 int spellnumber = 0;
165 cp++; 165 cp++;
166 if (!strncmp (cp, "of ", 3)) 166 if (!strncmp (cp, "of ", 3))
167 cp += 3; 167 cp += 3;
168 } 168 }
169 } 169 }
170 else if (strlen (params) > (size_t) strlen (spob->name)) 170 else if (strlen (params) > strlen (spob->name))
171 { 171 {
172 cp = params + strlen (spob->name); 172 cp = params + strlen (spob->name);
173 *cp = 0; 173 *cp = 0;
174 cp++; 174 cp++;
175 if (!strncmp (cp, "of ", 3)) 175 if (!strncmp (cp, "of ", 3))
176 cp += 3; 176 cp += 3;
177 } 177 }
178 else 178 else
179 cp = NULL; 179 cp = NULL;
180 180
181 if (spob->skill && !find_skill_by_name (op, spob->skill)) 181 if (!spob->skill)
182 { 182 {
183 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s!", &spob->skill, &spob->name); 183 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is a weird spell, please report it to the dungeon master!", &spob->name);
184 LOG (llevError, "spell without skill found: %s", spob->debug_desc ());
184 return 1; 185 return 1;
185 } 186 }
187
188 object *skill = find_skill_by_name (op, spob->skill);
189
190 if (!skill)
191 {
192 op->failmsg (format ("You need the skill %s to cast %s!", &spob->skill, &spob->name));
193 return 1;
194 }
195
196 splay (spob);
186 197
187 if (castnow) 198 if (castnow)
188 cast_spell (op, op, op->facing, spob, cp); 199 cast_spell (op, op, op->facing, spob, cp);
189 else 200 else
190 { 201 {
191 op->contr->ranges[range_magic] = spob; 202 if (op->contr->ranged_ob)
192 op->contr->shoottype = range_magic; 203 if (op->contr->ranged_ob->flag [FLAG_APPLIED])
204 apply_special (op, op->contr->ranged_ob, AP_UNAPPLY);
205 else
206 op->contr->ranged_ob = 0;
207
208 if (op->contr->ranged_ob)
209 op->failmsg (format ("You have to unapply the %s first to ready a spell.", &op->contr->ranged_ob->name));
210 else
211 {
212 op->change_weapon (op->contr->ranged_ob = spob);
213
193 assign (op->contr->spellparam, cp ? cp : ""); 214 assign (op->contr->spellparam, cp ? cp : "");
194 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready the spell %s", &spob->name); 215 op->statusmsg (format ("You ready the spell %s", &spob->name));
216 }
195 } 217 }
196 218
197 return 0; 219 return 0;
198 } /* else fall through to below and print spells */ 220 } /* else fall through to below and print spells */
199 } /* params supplied */ 221 } /* params supplied */
200 222
201 /* We get here if cast was given without options or we could not find 223 /* We get here if cast was given without options or we could not find
202 * the requested spell. List all the spells the player knows. 224 * the requested spell. List all the spells the player knows.
203 */ 225 */
204 new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:"); 226 new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:");
205 show_matching_spells (op, params); 227 show_matching_spells (op, params);
228
206 return 1; 229 return 1;
207} 230}
208 231
209/**************************************************************************/ 232/**************************************************************************/
210
211/* Returns TRUE if the range specified (int r) is legal - that is,
212 * the character has an item that is equipped for that range type.
213 * return 0 if there is no item of that range type that is usable.
214 * This function could probably be simplified, eg, everything
215 * should index into the ranges[] array.
216 */
217
218int
219legal_range (object *op, int r)
220{
221 switch (r)
222 {
223 case range_none: /* "Nothing" is always legal */
224 return 1;
225
226 case range_bow:
227 case range_misc:
228 case range_magic: /* cast spells */
229 return !!op->contr->ranges[r];
230
231 case range_golem: /* Use scrolls */
232 return !!op->contr->ranges[range_golem];
233
234 case range_skill:
235 return !!op->chosen_skill;
236 }
237
238 /* No match above, must not be valid */
239 return 0;
240}
241 233
242void 234void
243change_spell (object *op, char k) 235change_spell (object *op, char k)
244{ 236{
245 do 237 if (op->contr->combat_ob == op->current_weapon)
246 {
247 op->contr->shoottype = (rangetype) (op->contr->shoottype + ((k == '+') ? 1 : -1));
248 if (op->contr->shoottype >= range_size)
249 op->contr->shoottype = range_none;
250 else if (op->contr->shoottype <= range_bottom)
251 op->contr->shoottype = (rangetype) (range_size - 1);
252 } 238 {
253 while (!legal_range (op, op->contr->shoottype)); 239 if (op->contr->ranged_ob)
254 240 op->change_weapon (op->contr->ranged_ob);
255 /* Legal range has already checked that we have an appropriate item
256 * that uses the slot, so we don't need to be too careful about
257 * checking the status of the object.
258 */
259 switch (op->contr->shoottype)
260 { 241 }
261 case range_none: 242 else if (op->contr->ranged_ob == op->current_weapon)
262 new_draw_info (NDI_UNIQUE, 0, op, "No ranged attack chosen.");
263 break;
264
265 case range_golem:
266 new_draw_info (NDI_UNIQUE, 0, op, "You regain control of your golem.");
267 break;
268
269 case range_bow:
270 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s and %s.", query_name (op->contr->ranges[range_bow]),
271 op->contr->ranges[range_bow]->race ? &op->contr->ranges[range_bow]->race : "nothing");
272 break;
273
274 case range_magic:
275 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to spells (%s).", &op->contr->ranges[range_magic]->name);
276 break;
277
278 case range_misc:
279 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s.", query_base_name (op->contr->ranges[range_misc], 0));
280 break;
281
282 case range_skill:
283 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to skill: %s", op->chosen_skill ? &op->chosen_skill->name : "none");
284 break;
285
286 default:
287 break;
288 } 243 {
289} 244 if (op->contr->combat_ob)
245 op->change_weapon (op->contr->combat_ob);
246 }
290 247
248 //TODO: maybe switch to golem, if any?
249}
291 250
292int 251int
293command_rotateshoottype (object *op, char *params) 252command_rotateshoottype (object *op, char *params)
294{ 253{
295 if (!params) 254 if (!params)
296 change_spell (op, '+'); 255 change_spell (op, '+');
297 else 256 else
298 change_spell (op, params[0]); 257 change_spell (op, params[0]);
258
299 return 0; 259 return 0;
300} 260}

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