1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | 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 |
8 | 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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* This file deals with range related commands (casting, shooting, |
25 | /* This file deals with range related commands (casting, shooting, |
25 | * throwing, etc. |
26 | * throwing, etc. |
26 | */ |
27 | */ |
27 | |
28 | |
28 | #include <global.h> |
29 | #include <global.h> |
29 | #ifndef __CEXTRACT__ |
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|
30 | # include <sproto.h> |
30 | #include <sproto.h> |
31 | #endif |
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|
32 | #include <spells.h> |
31 | #include <spells.h> |
33 | #include <skills.h> |
32 | #include <skills.h> |
34 | #include <newclient.h> |
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|
35 | #include <commands.h> |
33 | #include <commands.h> |
36 | |
34 | |
37 | int |
35 | int |
38 | command_invoke (object *op, char *params) |
36 | command_invoke (object *op, char *params) |
39 | { |
37 | { |
… | |
… | |
66 | /* 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 |
67 | * into the spell_sort array so that we can sort them - |
65 | * into the spell_sort array so that we can sort them - |
68 | * we prefix the skill in the name so that the sorting |
66 | * we prefix the skill in the name so that the sorting |
69 | * works better. |
67 | * works better. |
70 | */ |
68 | */ |
71 | for (spell = op->inv; spell != NULL; spell = spell->below) |
69 | for (spell = op->inv; spell; spell = spell->below) |
72 | { |
70 | { |
73 | /* 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 |
74 | * match the name, process this spell. |
72 | * match the name, process this spell. |
75 | */ |
73 | */ |
76 | if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params)))) |
74 | if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params)))) |
… | |
… | |
85 | "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic", |
83 | "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic", |
86 | &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)); |
87 | } |
85 | } |
88 | } |
86 | } |
89 | } |
87 | } |
|
|
88 | |
90 | if (!num_found) |
89 | if (!num_found) |
91 | { |
90 | { |
92 | /* 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 |
93 | * string. It is odd to do something like 'cast trans', |
92 | * string. It is odd to do something like 'cast trans', |
94 | * 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 |
… | |
… | |
104 | /* Note in the code below that we make some |
103 | /* Note in the code below that we make some |
105 | * presumptions that there will be a colon in the |
104 | * presumptions that there will be a colon in the |
106 | * string. given the code above, this is always |
105 | * string. given the code above, this is always |
107 | * the case. |
106 | * the case. |
108 | */ |
107 | */ |
109 | 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); |
110 | strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */ |
109 | strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */ |
111 | for (i = 0; i < num_found; i++) |
110 | for (i = 0; i < num_found; i++) |
112 | { |
111 | { |
113 | /* Different skill name, so print banner */ |
112 | /* Different skill name, so print banner */ |
114 | if (strncmp (tmp, spell_sort[i], strlen (tmp))) |
113 | if (strncmp (tmp, spell_sort[i], strlen (tmp))) |
… | |
… | |
138 | |
137 | |
139 | if (command == 'i') |
138 | if (command == 'i') |
140 | castnow = 1; |
139 | castnow = 1; |
141 | |
140 | |
142 | /* Remove control of the golem */ |
141 | /* Remove control of the golem */ |
143 | if (op->contr->ranges[range_golem] != NULL) |
142 | if (object *golem = op->contr->golem) |
144 | { |
143 | golem->destroy (); |
145 | if (op->contr->golem_count == op->contr->ranges[range_golem]->count) |
|
|
146 | { |
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|
147 | remove_friendly_object (op->contr->ranges[range_golem]); |
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148 | remove_ob (op->contr->ranges[range_golem]); |
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149 | free_object (op->contr->ranges[range_golem]); |
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150 | } |
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151 | |
144 | |
152 | op->contr->ranges[range_golem] = NULL; |
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153 | op->contr->golem_count = 0; |
|
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154 | } |
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155 | |
|
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156 | if (params != NULL) |
145 | if (params) |
157 | { |
146 | { |
158 | int spellnumber = 0; |
147 | int spellnumber = 0; |
159 | |
148 | |
160 | if ((spellnumber = atoi (params))) |
149 | if ((spellnumber = atoi (params))) |
161 | 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) |
162 | /* nop */; |
151 | /* nop */; |
163 | else |
152 | else |
164 | spob = lookup_spell_by_name (op, params); |
153 | spob = lookup_spell_by_name (op, params); |
165 | |
154 | |
166 | if (spob && spob->type == SPELL) |
155 | if (spob && spob->type == SPELL) |
… | |
… | |
177 | cp++; |
166 | cp++; |
178 | if (!strncmp (cp, "of ", 3)) |
167 | if (!strncmp (cp, "of ", 3)) |
179 | cp += 3; |
168 | cp += 3; |
180 | } |
169 | } |
181 | } |
170 | } |
182 | else if (strlen (params) > (size_t) strlen (spob->name)) |
171 | else if (strlen (params) > strlen (spob->name)) |
183 | { |
172 | { |
184 | cp = params + strlen (spob->name); |
173 | cp = params + strlen (spob->name); |
185 | *cp = 0; |
174 | *cp = 0; |
186 | cp++; |
175 | cp++; |
187 | if (!strncmp (cp, "of ", 3)) |
176 | if (!strncmp (cp, "of ", 3)) |
188 | cp += 3; |
177 | cp += 3; |
189 | } |
178 | } |
190 | else |
179 | else |
191 | cp = NULL; |
180 | cp = NULL; |
192 | |
181 | |
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|
182 | if (!spob->skill) |
|
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183 | { |
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184 | new_draw_info_format (NDI_UNIQUE, 0, op, "%s is a weird spell, please report it to the dungeon master!", &spob->name); |
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185 | LOG (llevError, "spell without skill found: %s", spob->debug_desc ()); |
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186 | return 1; |
|
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187 | } |
|
|
188 | |
193 | if (spob->skill && !find_skill_by_name (op, spob->skill)) |
189 | object *skill = find_skill_by_name (op, spob->skill); |
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190 | |
|
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191 | if (!skill) |
194 | { |
192 | { |
195 | 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); |
196 | return 1; |
194 | return 1; |
197 | } |
195 | } |
198 | |
196 | |
199 | if (castnow) |
197 | if (castnow) |
200 | cast_spell (op, op, op->facing, spob, cp); |
198 | cast_spell (op, op, op->facing, spob, cp); |
201 | else |
199 | else |
202 | { |
200 | { |
203 | op->contr->ranges[range_magic] = spob; |
201 | op->contr->ranged_ob = spob; |
204 | op->contr->shoottype = range_magic; |
202 | |
205 | assign (op->contr->spellparam, cp ? cp : ""); |
203 | assign (op->contr->spellparam, cp ? cp : ""); |
206 | 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); |
207 | } |
205 | } |
208 | |
206 | |
209 | return 0; |
207 | return 0; |
… | |
… | |
211 | } /* params supplied */ |
209 | } /* params supplied */ |
212 | |
210 | |
213 | /* 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 |
214 | * the requested spell. List all the spells the player knows. |
212 | * the requested spell. List all the spells the player knows. |
215 | */ |
213 | */ |
216 | 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:"); |
217 | show_matching_spells (op, params); |
215 | show_matching_spells (op, params); |
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216 | |
218 | return 1; |
217 | return 1; |
219 | } |
218 | } |
220 | |
219 | |
221 | /**************************************************************************/ |
220 | /**************************************************************************/ |
222 | |
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223 | /* Returns TRUE if the range specified (int r) is legal - that is, |
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224 | * the character has an item that is equipped for that range type. |
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225 | * return 0 if there is no item of that range type that is usable. |
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226 | * This function could probably be simplified, eg, everything |
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227 | * should index into the ranges[] array. |
|
|
228 | */ |
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229 | |
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230 | int |
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231 | legal_range (object *op, int r) |
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232 | { |
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233 | |
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234 | switch (r) |
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235 | { |
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236 | case range_none: /* "Nothing" is always legal */ |
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237 | return 1; |
|
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238 | case range_bow: |
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239 | case range_misc: |
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240 | case range_magic: /* cast spells */ |
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241 | if (op->contr->ranges[r]) |
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242 | return 1; |
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243 | else |
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244 | return 0; |
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245 | |
|
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246 | case range_golem: /* Use scrolls */ |
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247 | if (op->contr->ranges[range_golem] && op->contr->ranges[range_golem]->count == op->contr->golem_count) |
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248 | return 1; |
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249 | else |
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250 | return 0; |
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251 | |
|
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252 | case range_skill: |
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253 | if (op->chosen_skill) |
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254 | return 1; |
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255 | else |
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256 | return 0; |
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257 | } |
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258 | /* No match above, must not be valid */ |
|
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259 | return 0; |
|
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260 | } |
|
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261 | |
221 | |
262 | void |
222 | void |
263 | change_spell (object *op, char k) |
223 | change_spell (object *op, char k) |
264 | { |
224 | { |
265 | |
225 | if (op->contr->combat_ob == op->current_weapon) |
266 | do |
|
|
267 | { |
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268 | op->contr->shoottype = (rangetype) (op->contr->shoottype + ((k == '+') ? 1 : -1)); |
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269 | if (op->contr->shoottype >= range_size) |
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270 | op->contr->shoottype = range_none; |
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271 | else if (op->contr->shoottype <= range_bottom) |
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272 | op->contr->shoottype = (rangetype) (range_size - 1); |
|
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273 | } |
226 | { |
274 | while (!legal_range (op, op->contr->shoottype)); |
227 | if (op->contr->ranged_ob) |
275 | |
228 | op->change_weapon (op->contr->ranged_ob); |
276 | /* Legal range has already checked that we have an appropriate item |
|
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277 | * that uses the slot, so we don't need to be too careful about |
|
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278 | * checking the status of the object. |
|
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279 | */ |
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280 | switch (op->contr->shoottype) |
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281 | { |
229 | } |
282 | case range_none: |
230 | else if (op->contr->ranged_ob == op->current_weapon) |
283 | new_draw_info (NDI_UNIQUE, 0, op, "No ranged attack chosen."); |
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284 | break; |
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285 | |
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286 | case range_golem: |
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287 | new_draw_info (NDI_UNIQUE, 0, op, "You regain control of your golem."); |
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288 | break; |
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289 | |
|
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290 | case range_bow: |
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291 | new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s and %s.", query_name (op->contr->ranges[range_bow]), |
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292 | op->contr->ranges[range_bow]->race ? &op->contr->ranges[range_bow]->race : "nothing"); |
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293 | break; |
|
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294 | |
|
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295 | case range_magic: |
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296 | new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to spells (%s).", &op->contr->ranges[range_magic]->name); |
|
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297 | break; |
|
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298 | |
|
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299 | case range_misc: |
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300 | new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s.", query_base_name (op->contr->ranges[range_misc], 0)); |
|
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301 | break; |
|
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302 | |
|
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303 | case range_skill: |
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304 | new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to skill: %s", op->chosen_skill ? &op->chosen_skill->name : "none"); |
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305 | break; |
|
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306 | |
|
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307 | default: |
|
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308 | break; |
|
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309 | } |
231 | { |
310 | } |
232 | if (op->contr->combat_ob) |
|
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233 | op->change_weapon (op->contr->combat_ob); |
|
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234 | } |
311 | |
235 | |
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236 | //TODO: maybe switch to golem, if any? |
|
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237 | } |
312 | |
238 | |
313 | int |
239 | int |
314 | command_rotateshoottype (object *op, char *params) |
240 | command_rotateshoottype (object *op, char *params) |
315 | { |
241 | { |
316 | if (!params) |
242 | if (!params) |
317 | change_spell (op, '+'); |
243 | change_spell (op, '+'); |
318 | else |
244 | else |
319 | change_spell (op, params[0]); |
245 | change_spell (op, params[0]); |
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246 | |
320 | return 0; |
247 | return 0; |
321 | } |
248 | } |