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Comparing deliantra/server/server/c_range.C (file contents):
Revision 1.25 by root, Sat May 12 16:06:42 2007 UTC vs.
Revision 1.54 by root, Wed Nov 16 23:42:02 2016 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 */
28 28
29#include <global.h> 29#include <global.h>
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>
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 33
53/* Shows all spells that op knows. If params is supplied, the must match 34/* 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 35 * that. Given there is more than one skill, we can't supply break
55 * them down to cleric/wizardry. 36 * them down to cleric/wizardry.
56 */ 37 */
122 } 103 }
123 } 104 }
124} 105}
125 106
126/* sets up to cast a spell. op is the caster, params is the spell name, 107/* sets up to cast a spell. op is the caster, params is the spell name,
127 * and command is the first letter of the spell type (c=cast, i=invoke, 108 * and command is the first letter of the spell type (c=cast, i=invoke,
128 * p=prepare). Invoke casts a spell immediately, where as cast (and I believe 109 * p=prepare). Invoke casts a spell immediately, where as cast (and I believe
129 * prepare) just set up the range type. 110 * prepare) just set up the range type.
130 */ 111 */
131int 112static int
132command_cast_spell (object *op, char *params, char command) 113command_cast_spell (object *op, char *params, char command)
133{ 114{
134 int castnow = 0; 115 int castnow = 0;
135 char *cp; 116 char *cp;
136 object *spob;
137 117
138 if (command == 'i') 118 if (command == 'i')
139 castnow = 1; 119 castnow = 1;
140 120
141 /* Remove control of the golem */ 121 /* Remove control of the golem */
142 if (object *golem = op->contr->golem) 122 if (object *golem = op->contr->golem)
143 golem->destroy (); 123 golem->drop_and_destroy ();
144 124
145 if (params) 125 if (params)
146 { 126 {
147 int spellnumber = 0; 127 object *spob = op->find_spell (params);
148 128
149 if ((spellnumber = atoi (params))) 129 if (spob)
150 for (spob = op->inv; spob && spob->count != spellnumber; spob = spob->below)
151 /* nop */;
152 else
153 spob = lookup_spell_by_name (op, params);
154
155 if (spob && spob->type == SPELL)
156 { 130 {
157 /* Now grab any extra data, if there is any. Forward pass
158 * any 'of' delimiter
159 */
160 if (spellnumber)
161 {
162 /* if we passed a number, the options start at the second word */
163 cp = strchr (params, ' ');
164 if (cp)
165 {
166 cp++;
167 if (!strncmp (cp, "of ", 3))
168 cp += 3;
169 }
170 }
171 else if (strlen (params) > strlen (spob->name)) 131 if (strlen (params) > strlen (spob->name))
172 { 132 {
173 cp = params + strlen (spob->name); 133 cp = params + strlen (spob->name);
174 *cp = 0; 134 *cp = 0;
175 cp++; 135 cp++;
176 if (!strncmp (cp, "of ", 3)) 136 if (!strncmp (cp, "of ", 3))
177 cp += 3; 137 cp += 3;
178 } 138 }
179 else 139 else
180 cp = NULL; 140 cp = NULL;
181 141
182 if (!spob->skill)
183 {
184 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is a weird spell, please report it to the dungeon master!", &spob->name);
185 LOG (llevError, "spell without skill found: %s", spob->debug_desc ());
186 return 1;
187 }
188
189 object *skill = find_skill_by_name (op, spob->skill);
190
191 if (!skill)
192 {
193 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s!", &spob->skill, &spob->name);
194 return 1;
195 }
196
197 if (castnow) 142 if (castnow)
198 cast_spell (op, op, op->facing, spob, cp); 143 cast_spell (op, op, op->facing, spob, cp);
199 else 144 else if (op->apply (spob))
200 { 145 {
201 op->contr->ranged_ob = spob; 146 splay (spob);
202
203 assign (op->contr->spellparam, cp ? cp : ""); 147 assign (op->contr->spellparam, cp ? cp : "");
204 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready the spell %s", &spob->name);
205 } 148 }
206 149
207 return 0; 150 return 0;
208 } /* else fall through to below and print spells */ 151 } /* else fall through to below and print spells */
209 } /* params supplied */ 152 } /* params supplied */
215 show_matching_spells (op, params); 158 show_matching_spells (op, params);
216 159
217 return 1; 160 return 1;
218} 161}
219 162
163int
164command_invoke (object *op, char *params)
165{
166 return command_cast_spell (op, params, 'i');
167}
168
169int
170command_cast (object *op, char *params)
171{
172 return command_cast_spell (op, params, 'c');
173}
174
175int
176command_prepare (object *op, char *params)
177{
178 return command_cast_spell (op, params, 'p');
179}
180
220/**************************************************************************/ 181/**************************************************************************/
221
222void
223change_spell (object *op, char k)
224{
225 if (op->contr->combat_ob == op->current_weapon)
226 {
227 if (op->contr->ranged_ob)
228 op->change_weapon (op->contr->ranged_ob);
229 }
230 else if (op->contr->ranged_ob == op->current_weapon)
231 {
232 if (op->contr->combat_ob)
233 op->change_weapon (op->contr->combat_ob);
234 }
235
236 //TODO: maybe switch to golem, if any?
237}
238 182
239int 183int
240command_rotateshoottype (object *op, char *params) 184command_rotateshoottype (object *op, char *params)
241{ 185{
242 if (!params) 186 if (op->contr->combat_ob && op->contr->ranged_ob)
243 change_spell (op, '+'); 187 op->apply (
244 else 188 op->current_weapon == op->contr->combat_ob
245 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?
246 194
247 return 0; 195 return 0;
248} 196}
197

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