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Comparing deliantra/server/server/c_range.C (file contents):
Revision 1.13 by root, Fri Dec 15 19:59:20 2006 UTC vs.
Revision 1.34 by root, Tue May 6 16:55:26 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file deals with range related commands (casting, shooting, 24/* This file deals with range related commands (casting, shooting,
25 * throwing, etc. 25 * throwing, etc.
26 */ 26 */
27 27
63 /* 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
64 * into the spell_sort array so that we can sort them - 64 * into the spell_sort array so that we can sort them -
65 * we prefix the skill in the name so that the sorting 65 * we prefix the skill in the name so that the sorting
66 * works better. 66 * works better.
67 */ 67 */
68 for (spell = op->inv; spell != NULL; spell = spell->below) 68 for (spell = op->inv; spell; spell = spell->below)
69 { 69 {
70 /* 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
71 * match the name, process this spell. 71 * match the name, process this spell.
72 */ 72 */
73 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params)))) 73 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params))))
82 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic", 82 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic",
83 &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));
84 } 84 }
85 } 85 }
86 } 86 }
87
87 if (!num_found) 88 if (!num_found)
88 { 89 {
89 /* 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
90 * string. It is odd to do something like 'cast trans', 91 * string. It is odd to do something like 'cast trans',
91 * 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
101 /* Note in the code below that we make some 102 /* Note in the code below that we make some
102 * presumptions that there will be a colon in the 103 * presumptions that there will be a colon in the
103 * string. given the code above, this is always 104 * string. given the code above, this is always
104 * the case. 105 * the case.
105 */ 106 */
106 qsort (spell_sort, num_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 107 qsort (spell_sort, num_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
107 strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */ 108 strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */
108 for (i = 0; i < num_found; i++) 109 for (i = 0; i < num_found; i++)
109 { 110 {
110 /* Different skill name, so print banner */ 111 /* Different skill name, so print banner */
111 if (strncmp (tmp, spell_sort[i], strlen (tmp))) 112 if (strncmp (tmp, spell_sort[i], strlen (tmp)))
135 136
136 if (command == 'i') 137 if (command == 'i')
137 castnow = 1; 138 castnow = 1;
138 139
139 /* Remove control of the golem */ 140 /* Remove control of the golem */
140 if (op->contr->ranges[range_golem]) 141 if (object *golem = op->contr->golem)
141 { 142 golem->destroy ();
142 op->contr->ranges[range_golem]->destroy ();
143 op->contr->ranges[range_golem] = 0;
144 }
145 143
146 if (params != NULL) 144 if (params)
147 { 145 {
148 int spellnumber = 0; 146 int spellnumber = 0;
149 147
150 if ((spellnumber = atoi (params))) 148 if ((spellnumber = atoi (params)))
151 for (spob = op->inv; spob && spob->count != spellnumber; spob = spob->below) 149 for (spob = op->inv; spob && spob->count != spellnumber; spob = spob->below)
167 cp++; 165 cp++;
168 if (!strncmp (cp, "of ", 3)) 166 if (!strncmp (cp, "of ", 3))
169 cp += 3; 167 cp += 3;
170 } 168 }
171 } 169 }
172 else if (strlen (params) > (size_t) strlen (spob->name)) 170 else if (strlen (params) > strlen (spob->name))
173 { 171 {
174 cp = params + strlen (spob->name); 172 cp = params + strlen (spob->name);
175 *cp = 0; 173 *cp = 0;
176 cp++; 174 cp++;
177 if (!strncmp (cp, "of ", 3)) 175 if (!strncmp (cp, "of ", 3))
178 cp += 3; 176 cp += 3;
179 } 177 }
180 else 178 else
181 cp = NULL; 179 cp = NULL;
182 180
183 if (spob->skill && !find_skill_by_name (op, spob->skill)) 181 if (!spob->skill)
184 { 182 {
185 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 ());
186 return 1; 185 return 1;
187 } 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);
188 197
189 if (castnow) 198 if (castnow)
190 cast_spell (op, op, op->facing, spob, cp); 199 cast_spell (op, op, op->facing, spob, cp);
191 else 200 else
192 { 201 {
193 op->contr->ranges[range_magic] = spob; 202 if (op->contr->ranged_ob)
194 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
195 assign (op->contr->spellparam, cp ? cp : ""); 214 assign (op->contr->spellparam, cp ? cp : "");
196 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 }
197 } 217 }
198 218
199 return 0; 219 return 0;
200 } /* else fall through to below and print spells */ 220 } /* else fall through to below and print spells */
201 } /* params supplied */ 221 } /* params supplied */
202 222
203 /* 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
204 * the requested spell. List all the spells the player knows. 224 * the requested spell. List all the spells the player knows.
205 */ 225 */
206 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:");
207 show_matching_spells (op, params); 227 show_matching_spells (op, params);
228
208 return 1; 229 return 1;
209} 230}
210 231
211/**************************************************************************/ 232/**************************************************************************/
212
213/* Returns TRUE if the range specified (int r) is legal - that is,
214 * the character has an item that is equipped for that range type.
215 * return 0 if there is no item of that range type that is usable.
216 * This function could probably be simplified, eg, everything
217 * should index into the ranges[] array.
218 */
219
220int
221legal_range (object *op, int r)
222{
223
224 switch (r)
225 {
226 case range_none: /* "Nothing" is always legal */
227 return 1;
228
229 case range_bow:
230 case range_misc:
231 case range_magic: /* cast spells */
232 return !!op->contr->ranges[r];
233
234 case range_golem: /* Use scrolls */
235 return !!op->contr->ranges[range_golem];
236
237 case range_skill:
238 return !!op->chosen_skill;
239 }
240
241 /* No match above, must not be valid */
242 return 0;
243}
244 233
245void 234void
246change_spell (object *op, char k) 235change_spell (object *op, char k)
247{ 236{
248 237 if (op->contr->combat_ob == op->current_weapon)
249 do
250 {
251 op->contr->shoottype = (rangetype) (op->contr->shoottype + ((k == '+') ? 1 : -1));
252 if (op->contr->shoottype >= range_size)
253 op->contr->shoottype = range_none;
254 else if (op->contr->shoottype <= range_bottom)
255 op->contr->shoottype = (rangetype) (range_size - 1);
256 } 238 {
257 while (!legal_range (op, op->contr->shoottype)); 239 if (op->contr->ranged_ob)
258 240 op->change_weapon (op->contr->ranged_ob);
259 /* Legal range has already checked that we have an appropriate item
260 * that uses the slot, so we don't need to be too careful about
261 * checking the status of the object.
262 */
263 switch (op->contr->shoottype)
264 { 241 }
265 case range_none: 242 else if (op->contr->ranged_ob == op->current_weapon)
266 new_draw_info (NDI_UNIQUE, 0, op, "No ranged attack chosen.");
267 break;
268
269 case range_golem:
270 new_draw_info (NDI_UNIQUE, 0, op, "You regain control of your golem.");
271 break;
272
273 case range_bow:
274 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s and %s.", query_name (op->contr->ranges[range_bow]),
275 op->contr->ranges[range_bow]->race ? &op->contr->ranges[range_bow]->race : "nothing");
276 break;
277
278 case range_magic:
279 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to spells (%s).", &op->contr->ranges[range_magic]->name);
280 break;
281
282 case range_misc:
283 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s.", query_base_name (op->contr->ranges[range_misc], 0));
284 break;
285
286 case range_skill:
287 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to skill: %s", op->chosen_skill ? &op->chosen_skill->name : "none");
288 break;
289
290 default:
291 break;
292 } 243 {
293} 244 if (op->contr->combat_ob)
245 op->change_weapon (op->contr->combat_ob);
246 }
294 247
248 //TODO: maybe switch to golem, if any?
249}
295 250
296int 251int
297command_rotateshoottype (object *op, char *params) 252command_rotateshoottype (object *op, char *params)
298{ 253{
299 if (!params) 254 if (!params)
300 change_spell (op, '+'); 255 change_spell (op, '+');
301 else 256 else
302 change_spell (op, params[0]); 257 change_spell (op, params[0]);
258
303 return 0; 259 return 0;
304} 260}

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