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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 1.42 by root, Fri Mar 26 00:59:22 2010 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 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25/* This file deals with range related commands (casting, shooting, 25/* This file deals with range related commands (casting, shooting,
26 * throwing, etc. 26 * throwing, etc.
27 */ 27 */
30#include <sproto.h> 30#include <sproto.h>
31#include <spells.h> 31#include <spells.h>
32#include <skills.h> 32#include <skills.h>
33#include <commands.h> 33#include <commands.h>
34 34
35int
36command_invoke (object *op, char *params)
37{
38 return command_cast_spell (op, params, 'i');
39}
40
41int
42command_cast (object *op, char *params)
43{
44 return command_cast_spell (op, params, 'c');
45}
46
47int
48command_prepare (object *op, char *params)
49{
50 return command_cast_spell (op, params, 'p');
51}
52
53/* Shows all spells that op knows. If params is supplied, the must match 35/* Shows all spells that op knows. If params is supplied, the must match
54 * that. Given there is more than one skill, we can't supply break 36 * that. Given there is more than one skill, we can't supply break
55 * them down to cleric/wizardry. 37 * them down to cleric/wizardry.
56 */ 38 */
57static void 39static void
64 /* We go and see what spells the player has. We put them 46 /* We go and see what spells the player has. We put them
65 * into the spell_sort array so that we can sort them - 47 * into the spell_sort array so that we can sort them -
66 * we prefix the skill in the name so that the sorting 48 * we prefix the skill in the name so that the sorting
67 * works better. 49 * works better.
68 */ 50 */
69 for (spell = op->inv; spell != NULL; spell = spell->below) 51 for (spell = op->inv; spell; spell = spell->below)
70 { 52 {
71 /* If it is a spell, and no params are passed, or they 53 /* If it is a spell, and no params are passed, or they
72 * match the name, process this spell. 54 * match the name, process this spell.
73 */ 55 */
74 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params)))) 56 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params))))
83 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic", 65 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic",
84 &spell->name, spell->level, SP_level_spellpoint_cost (op, spell, SPELL_HIGHEST)); 66 &spell->name, spell->level, SP_level_spellpoint_cost (op, spell, SPELL_HIGHEST));
85 } 67 }
86 } 68 }
87 } 69 }
70
88 if (!num_found) 71 if (!num_found)
89 { 72 {
90 /* If a matching string was passed along, now try it without that 73 /* If a matching string was passed along, now try it without that
91 * string. It is odd to do something like 'cast trans', 74 * string. It is odd to do something like 'cast trans',
92 * and it say you have no spells, when really, you do, but just 75 * and it say you have no spells, when really, you do, but just
125/* sets up to cast a spell. op is the caster, params is the spell name, 108/* sets up to cast a spell. op is the caster, params is the spell name,
126 * and command is the first letter of the spell type (c=cast, i=invoke, 109 * and command is the first letter of the spell type (c=cast, i=invoke,
127 * p=prepare). Invoke casts a spell immediately, where as cast (and I believe 110 * p=prepare). Invoke casts a spell immediately, where as cast (and I believe
128 * prepare) just set up the range type. 111 * prepare) just set up the range type.
129 */ 112 */
130int 113static int
131command_cast_spell (object *op, char *params, char command) 114command_cast_spell (object *op, char *params, char command)
132{ 115{
133 int castnow = 0; 116 int castnow = 0;
134 char *cp; 117 char *cp;
135 object *spob; 118 object *spob;
136 119
137 if (command == 'i') 120 if (command == 'i')
138 castnow = 1; 121 castnow = 1;
139 122
140 /* Remove control of the golem */ 123 /* Remove control of the golem */
141 if (object *golem = op->contr->ranges[range_golem]) 124 if (object *golem = op->contr->golem)
142 golem->destroy (); 125 golem->drop_and_destroy ();
143 126
144 if (params) 127 if (params)
145 { 128 {
146 int spellnumber = 0; 129 int spellnumber = 0;
147 130
165 cp++; 148 cp++;
166 if (!strncmp (cp, "of ", 3)) 149 if (!strncmp (cp, "of ", 3))
167 cp += 3; 150 cp += 3;
168 } 151 }
169 } 152 }
170 else if (strlen (params) > (size_t) strlen (spob->name)) 153 else if (strlen (params) > strlen (spob->name))
171 { 154 {
172 cp = params + strlen (spob->name); 155 cp = params + strlen (spob->name);
173 *cp = 0; 156 *cp = 0;
174 cp++; 157 cp++;
175 if (!strncmp (cp, "of ", 3)) 158 if (!strncmp (cp, "of ", 3))
176 cp += 3; 159 cp += 3;
177 } 160 }
178 else 161 else
179 cp = NULL; 162 cp = NULL;
180 163
181 if (spob->skill && !find_skill_by_name (op, spob->skill)) 164 if (!spob->skill)
182 { 165 {
183 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s!", &spob->skill, &spob->name); 166 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is a weird spell, please report it to the dungeon master!", &spob->name);
167 LOG (llevError, "spell without skill found: %s", spob->debug_desc ());
184 return 1; 168 return 1;
185 } 169 }
170
171 object *skill = find_skill_by_name (op, spob->skill);
172
173 if (!skill)
174 {
175 op->failmsg (format ("You need the skill %s to cast %s!", &spob->skill, &spob->name));
176 return 1;
177 }
178
179 splay (spob);
186 180
187 if (castnow) 181 if (castnow)
188 cast_spell (op, op, op->facing, spob, cp); 182 cast_spell (op, op, op->facing, spob, cp);
189 else 183 else
190 { 184 {
191 op->contr->ranges[range_magic] = spob; 185 if (op->contr->ranged_ob)
192 op->contr->shoottype = range_magic; 186 if (op->contr->ranged_ob->flag [FLAG_APPLIED])
187 apply_special (op, op->contr->ranged_ob, AP_UNAPPLY);
188 else
189 op->contr->ranged_ob = 0;
190
191 if (op->contr->ranged_ob)
192 op->failmsg (format ("You have to unapply the %s first to ready a spell.", &op->contr->ranged_ob->name));
193 else
194 {
195 op->change_weapon (op->contr->ranged_ob = spob);
196
193 assign (op->contr->spellparam, cp ? cp : ""); 197 assign (op->contr->spellparam, cp ? cp : "");
194 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready the spell %s", &spob->name); 198 op->statusmsg (format ("You ready the spell %s", &spob->name));
199 }
195 } 200 }
196 201
197 return 0; 202 return 0;
198 } /* else fall through to below and print spells */ 203 } /* else fall through to below and print spells */
199 } /* params supplied */ 204 } /* params supplied */
200 205
201 /* We get here if cast was given without options or we could not find 206 /* 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. 207 * the requested spell. List all the spells the player knows.
203 */ 208 */
204 new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:"); 209 new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:");
205 show_matching_spells (op, params); 210 show_matching_spells (op, params);
211
206 return 1; 212 return 1;
207} 213}
208 214
215int
216command_invoke (object *op, char *params)
217{
218 return command_cast_spell (op, params, 'i');
219}
220
221int
222command_cast (object *op, char *params)
223{
224 return command_cast_spell (op, params, 'c');
225}
226
227int
228command_prepare (object *op, char *params)
229{
230 return command_cast_spell (op, params, 'p');
231}
232
209/**************************************************************************/ 233/**************************************************************************/
210 234
211/* Returns TRUE if the range specified (int r) is legal - that is, 235static void
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
242void
243change_spell (object *op, char k) 236change_spell (object *op, char k)
244{ 237{
245 do 238 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 } 239 {
253 while (!legal_range (op, op->contr->shoottype)); 240 if (op->contr->ranged_ob)
254 241 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 { 242 }
261 case range_none: 243 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 } 244 {
289} 245 if (op->contr->combat_ob)
246 op->change_weapon (op->contr->combat_ob);
247 }
290 248
249 //TODO: maybe switch to golem, if any?
250}
291 251
292int 252int
293command_rotateshoottype (object *op, char *params) 253command_rotateshoottype (object *op, char *params)
294{ 254{
295 if (!params) 255 if (!params)
296 change_spell (op, '+'); 256 change_spell (op, '+');
297 else 257 else
298 change_spell (op, params[0]); 258 change_spell (op, params[0]);
259
299 return 0; 260 return 0;
300} 261}

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