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Comparing deliantra/server/server/c_range.C (file contents):
Revision 1.6 by root, Tue Sep 12 17:23:01 2006 UTC vs.
Revision 1.25 by root, Sat May 12 16:06:42 2007 UTC

1
2/* 1/*
3 * static char *rcsid_c_range_c = 2 * CrossFire, A Multiplayer game
4 * "$Id: c_range.C,v 1.6 2006/09/12 17:23:01 root Exp $";
5 */ 3 *
6 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 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
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23 */
29 24
30/* This file deals with range related commands (casting, shooting, 25/* This file deals with range related commands (casting, shooting,
31 * throwing, etc. 26 * throwing, etc.
32 */ 27 */
33 28
34#include <global.h> 29#include <global.h>
35#ifndef __CEXTRACT__
36# include <sproto.h> 30#include <sproto.h>
37#endif
38#include <spells.h> 31#include <spells.h>
39#include <skills.h> 32#include <skills.h>
40#include <newclient.h>
41#include <commands.h> 33#include <commands.h>
42
43 34
44int 35int
45command_invoke (object *op, char *params) 36command_invoke (object *op, char *params)
46{ 37{
47 return command_cast_spell (op, params, 'i'); 38 return command_cast_spell (op, params, 'i');
73 /* 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
74 * into the spell_sort array so that we can sort them - 65 * into the spell_sort array so that we can sort them -
75 * we prefix the skill in the name so that the sorting 66 * we prefix the skill in the name so that the sorting
76 * works better. 67 * works better.
77 */ 68 */
78 for (spell = op->inv; spell != NULL; spell = spell->below) 69 for (spell = op->inv; spell; spell = spell->below)
79 { 70 {
80 /* 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
81 * match the name, process this spell. 72 * match the name, process this spell.
82 */ 73 */
83 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params)))) 74 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params))))
92 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic", 83 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic",
93 &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));
94 } 85 }
95 } 86 }
96 } 87 }
88
97 if (!num_found) 89 if (!num_found)
98 { 90 {
99 /* 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
100 * string. It is odd to do something like 'cast trans', 92 * string. It is odd to do something like 'cast trans',
101 * 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
111 /* Note in the code below that we make some 103 /* Note in the code below that we make some
112 * presumptions that there will be a colon in the 104 * presumptions that there will be a colon in the
113 * string. given the code above, this is always 105 * string. given the code above, this is always
114 * the case. 106 * the case.
115 */ 107 */
116 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);
117 strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */ 109 strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */
118 for (i = 0; i < num_found; i++) 110 for (i = 0; i < num_found; i++)
119 { 111 {
120 /* Different skill name, so print banner */ 112 /* Different skill name, so print banner */
121 if (strncmp (tmp, spell_sort[i], strlen (tmp))) 113 if (strncmp (tmp, spell_sort[i], strlen (tmp)))
145 137
146 if (command == 'i') 138 if (command == 'i')
147 castnow = 1; 139 castnow = 1;
148 140
149 /* Remove control of the golem */ 141 /* Remove control of the golem */
150 if (op->contr->ranges[range_golem] != NULL) 142 if (object *golem = op->contr->golem)
151 { 143 golem->destroy ();
152 if (op->contr->golem_count == op->contr->ranges[range_golem]->count)
153 {
154 remove_friendly_object (op->contr->ranges[range_golem]);
155 remove_ob (op->contr->ranges[range_golem]);
156 free_object (op->contr->ranges[range_golem]);
157 }
158 144
159 op->contr->ranges[range_golem] = NULL;
160 op->contr->golem_count = 0;
161 }
162
163 if (params != NULL) 145 if (params)
164 { 146 {
165 int spellnumber = 0; 147 int spellnumber = 0;
166 148
167 if ((spellnumber = atoi (params))) 149 if ((spellnumber = atoi (params)))
168 for (spob = op->inv; spob && spob->count != (tag_t) spellnumber; spob = spob->below) 150 for (spob = op->inv; spob && spob->count != spellnumber; spob = spob->below)
169 /* nop */; 151 /* nop */;
170 else 152 else
171 spob = lookup_spell_by_name (op, params); 153 spob = lookup_spell_by_name (op, params);
172 154
173 if (spob && spob->type == SPELL) 155 if (spob && spob->type == SPELL)
184 cp++; 166 cp++;
185 if (!strncmp (cp, "of ", 3)) 167 if (!strncmp (cp, "of ", 3))
186 cp += 3; 168 cp += 3;
187 } 169 }
188 } 170 }
189 else if (strlen (params) > (size_t) strlen (spob->name)) 171 else if (strlen (params) > strlen (spob->name))
190 { 172 {
191 cp = params + strlen (spob->name); 173 cp = params + strlen (spob->name);
192 *cp = 0; 174 *cp = 0;
193 cp++; 175 cp++;
194 if (!strncmp (cp, "of ", 3)) 176 if (!strncmp (cp, "of ", 3))
195 cp += 3; 177 cp += 3;
196 } 178 }
197 else 179 else
198 cp = NULL; 180 cp = NULL;
199 181
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
200 if (spob->skill && !find_skill_by_name (op, spob->skill)) 189 object *skill = find_skill_by_name (op, spob->skill);
190
191 if (!skill)
201 { 192 {
202 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s!", &spob->skill, &spob->name); 193 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s!", &spob->skill, &spob->name);
203 return 1; 194 return 1;
204 } 195 }
205 196
206 if (castnow) 197 if (castnow)
207 cast_spell (op, op, op->facing, spob, cp); 198 cast_spell (op, op, op->facing, spob, cp);
208 else 199 else
209 { 200 {
210 op->contr->ranges[range_magic] = spob; 201 op->contr->ranged_ob = spob;
211 op->contr->shoottype = range_magic;
212 202
213 if (cp != NULL) 203 assign (op->contr->spellparam, cp ? cp : "");
214 {
215 strncpy (op->contr->spellparam, cp, MAX_BUF);
216 op->contr->spellparam[MAX_BUF - 1] = '\0';
217 }
218 else
219 op->contr->spellparam[0] = '\0';
220
221 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready the spell %s", &spob->name); 204 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready the spell %s", &spob->name);
222 } 205 }
223 206
224 return 0; 207 return 0;
225 } /* else fall through to below and print spells */ 208 } /* else fall through to below and print spells */
226 } /* params supplied */ 209 } /* params supplied */
227 210
228 /* We get here if cast was given without options or we could not find 211 /* We get here if cast was given without options or we could not find
229 * the requested spell. List all the spells the player knows. 212 * the requested spell. List all the spells the player knows.
230 */ 213 */
231 new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:"); 214 new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:");
232 show_matching_spells (op, params); 215 show_matching_spells (op, params);
216
233 return 1; 217 return 1;
234} 218}
235 219
236/**************************************************************************/ 220/**************************************************************************/
237
238/* Returns TRUE if the range specified (int r) is legal - that is,
239 * the character has an item that is equipped for that range type.
240 * return 0 if there is no item of that range type that is usable.
241 * This function could probably be simplified, eg, everything
242 * should index into the ranges[] array.
243 */
244
245int
246legal_range (object *op, int r)
247{
248
249 switch (r)
250 {
251 case range_none: /* "Nothing" is always legal */
252 return 1;
253 case range_bow:
254 case range_misc:
255 case range_magic: /* cast spells */
256 if (op->contr->ranges[r])
257 return 1;
258 else
259 return 0;
260
261 case range_golem: /* Use scrolls */
262 if (op->contr->ranges[range_golem] && op->contr->ranges[range_golem]->count == op->contr->golem_count)
263 return 1;
264 else
265 return 0;
266
267 case range_skill:
268 if (op->chosen_skill)
269 return 1;
270 else
271 return 0;
272 }
273 /* No match above, must not be valid */
274 return 0;
275}
276 221
277void 222void
278change_spell (object *op, char k) 223change_spell (object *op, char k)
279{ 224{
280 225 if (op->contr->combat_ob == op->current_weapon)
281 do
282 {
283 op->contr->shoottype = (rangetype) (op->contr->shoottype + ((k == '+') ? 1 : -1));
284 if (op->contr->shoottype >= range_size)
285 op->contr->shoottype = range_none;
286 else if (op->contr->shoottype <= range_bottom)
287 op->contr->shoottype = (rangetype) (range_size - 1);
288 } 226 {
289 while (!legal_range (op, op->contr->shoottype)); 227 if (op->contr->ranged_ob)
290 228 op->change_weapon (op->contr->ranged_ob);
291 /* Legal range has already checked that we have an appropriate item
292 * that uses the slot, so we don't need to be too careful about
293 * checking the status of the object.
294 */
295 switch (op->contr->shoottype)
296 { 229 }
297 case range_none: 230 else if (op->contr->ranged_ob == op->current_weapon)
298 new_draw_info (NDI_UNIQUE, 0, op, "No ranged attack chosen.");
299 break;
300
301 case range_golem:
302 new_draw_info (NDI_UNIQUE, 0, op, "You regain control of your golem.");
303 break;
304
305 case range_bow:
306 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s and %s.", query_name (op->contr->ranges[range_bow]),
307 op->contr->ranges[range_bow]->race ? &op->contr->ranges[range_bow]->race : "nothing");
308 break;
309
310 case range_magic:
311 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to spells (%s).", &op->contr->ranges[range_magic]->name);
312 break;
313
314 case range_misc:
315 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s.", query_base_name (op->contr->ranges[range_misc], 0));
316 break;
317
318 case range_skill:
319 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to skill: %s", op->chosen_skill ? &op->chosen_skill->name : "none");
320 break;
321
322 default:
323 break;
324 } 231 {
325} 232 if (op->contr->combat_ob)
233 op->change_weapon (op->contr->combat_ob);
234 }
326 235
236 //TODO: maybe switch to golem, if any?
237}
327 238
328int 239int
329command_rotateshoottype (object *op, char *params) 240command_rotateshoottype (object *op, char *params)
330{ 241{
331 if (!params) 242 if (!params)
332 change_spell (op, '+'); 243 change_spell (op, '+');
333 else 244 else
334 change_spell (op, params[0]); 245 change_spell (op, params[0]);
246
335 return 0; 247 return 0;
336} 248}

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