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Comparing deliantra/server/server/c_range.C (file contents):
Revision 1.8 by root, Thu Sep 14 22:34:03 2006 UTC vs.
Revision 1.35 by root, Mon May 12 18:27:08 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
28#include <global.h> 28#include <global.h>
29#ifndef __CEXTRACT__
30# include <sproto.h> 29#include <sproto.h>
31#endif
32#include <spells.h> 30#include <spells.h>
33#include <skills.h> 31#include <skills.h>
34#include <newclient.h>
35#include <commands.h> 32#include <commands.h>
36 33
37int 34int
38command_invoke (object *op, char *params) 35command_invoke (object *op, char *params)
39{ 36{
66 /* 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
67 * into the spell_sort array so that we can sort them - 64 * into the spell_sort array so that we can sort them -
68 * we prefix the skill in the name so that the sorting 65 * we prefix the skill in the name so that the sorting
69 * works better. 66 * works better.
70 */ 67 */
71 for (spell = op->inv; spell != NULL; spell = spell->below) 68 for (spell = op->inv; spell; spell = spell->below)
72 { 69 {
73 /* 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
74 * match the name, process this spell. 71 * match the name, process this spell.
75 */ 72 */
76 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params)))) 73 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params))))
85 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic", 82 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic",
86 &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));
87 } 84 }
88 } 85 }
89 } 86 }
87
90 if (!num_found) 88 if (!num_found)
91 { 89 {
92 /* 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
93 * string. It is odd to do something like 'cast trans', 91 * string. It is odd to do something like 'cast trans',
94 * 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
104 /* Note in the code below that we make some 102 /* Note in the code below that we make some
105 * presumptions that there will be a colon in the 103 * presumptions that there will be a colon in the
106 * string. given the code above, this is always 104 * string. given the code above, this is always
107 * the case. 105 * the case.
108 */ 106 */
109 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);
110 strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */ 108 strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */
111 for (i = 0; i < num_found; i++) 109 for (i = 0; i < num_found; i++)
112 { 110 {
113 /* Different skill name, so print banner */ 111 /* Different skill name, so print banner */
114 if (strncmp (tmp, spell_sort[i], strlen (tmp))) 112 if (strncmp (tmp, spell_sort[i], strlen (tmp)))
138 136
139 if (command == 'i') 137 if (command == 'i')
140 castnow = 1; 138 castnow = 1;
141 139
142 /* Remove control of the golem */ 140 /* Remove control of the golem */
143 if (op->contr->ranges[range_golem] != NULL) 141 if (object *golem = op->contr->golem)
144 { 142 golem->destroy ();
145 if (op->contr->golem_count == op->contr->ranges[range_golem]->count)
146 {
147 remove_friendly_object (op->contr->ranges[range_golem]);
148 remove_ob (op->contr->ranges[range_golem]);
149 free_object (op->contr->ranges[range_golem]);
150 }
151 143
152 op->contr->ranges[range_golem] = NULL;
153 op->contr->golem_count = 0;
154 }
155
156 if (params != NULL) 144 if (params)
157 { 145 {
158 int spellnumber = 0; 146 int spellnumber = 0;
159 147
160 if ((spellnumber = atoi (params))) 148 if ((spellnumber = atoi (params)))
161 for (spob = op->inv; spob && spob->count != (tag_t) spellnumber; spob = spob->below) 149 for (spob = op->inv; spob && spob->count != spellnumber; spob = spob->below)
162 /* nop */; 150 /* nop */;
163 else 151 else
164 spob = lookup_spell_by_name (op, params); 152 spob = lookup_spell_by_name (op, params);
165 153
166 if (spob && spob->type == SPELL) 154 if (spob && spob->type == SPELL)
177 cp++; 165 cp++;
178 if (!strncmp (cp, "of ", 3)) 166 if (!strncmp (cp, "of ", 3))
179 cp += 3; 167 cp += 3;
180 } 168 }
181 } 169 }
182 else if (strlen (params) > (size_t) strlen (spob->name)) 170 else if (strlen (params) > strlen (spob->name))
183 { 171 {
184 cp = params + strlen (spob->name); 172 cp = params + strlen (spob->name);
185 *cp = 0; 173 *cp = 0;
186 cp++; 174 cp++;
187 if (!strncmp (cp, "of ", 3)) 175 if (!strncmp (cp, "of ", 3))
188 cp += 3; 176 cp += 3;
189 } 177 }
190 else 178 else
191 cp = NULL; 179 cp = NULL;
192 180
193 if (spob->skill && !find_skill_by_name (op, spob->skill)) 181 if (!spob->skill)
194 { 182 {
195 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 ());
196 return 1; 185 return 1;
197 } 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);
198 197
199 if (castnow) 198 if (castnow)
200 cast_spell (op, op, op->facing, spob, cp); 199 cast_spell (op, op, op->facing, spob, cp);
201 else 200 else
202 { 201 {
203 op->contr->ranges[range_magic] = spob; 202 if (op->contr->ranged_ob) LOG (llevError, "%s", op->contr->ranged_ob->debug_desc ());//D
204 op->contr->shoottype = range_magic; 203 if (op->contr->ranged_ob)
204 if (op->contr->ranged_ob->flag [FLAG_APPLIED])
205 apply_special (op, op->contr->ranged_ob, AP_UNAPPLY);
206 else
207 op->contr->ranged_ob = 0;
208
209 if (op->contr->ranged_ob) LOG (llevError, "%s", op->contr->ranged_ob->debug_desc ());//D
210
211 if (op->contr->ranged_ob)
212 op->failmsg (format ("You have to unapply the %s first to ready a spell.", &op->contr->ranged_ob->name));
213 else
214 {
215 op->change_weapon (op->contr->ranged_ob = spob);
216
205 assign (op->contr->spellparam, cp ? cp : ""); 217 assign (op->contr->spellparam, cp ? cp : "");
206 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready the spell %s", &spob->name); 218 op->statusmsg (format ("You ready the spell %s", &spob->name));
219 }
207 } 220 }
208 221
209 return 0; 222 return 0;
210 } /* else fall through to below and print spells */ 223 } /* else fall through to below and print spells */
211 } /* params supplied */ 224 } /* params supplied */
212 225
213 /* We get here if cast was given without options or we could not find 226 /* 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. 227 * the requested spell. List all the spells the player knows.
215 */ 228 */
216 new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:"); 229 new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:");
217 show_matching_spells (op, params); 230 show_matching_spells (op, params);
231
218 return 1; 232 return 1;
219} 233}
220 234
221/**************************************************************************/ 235/**************************************************************************/
222
223/* Returns TRUE if the range specified (int r) is legal - that is,
224 * the character has an item that is equipped for that range type.
225 * return 0 if there is no item of that range type that is usable.
226 * This function could probably be simplified, eg, everything
227 * should index into the ranges[] array.
228 */
229
230int
231legal_range (object *op, int r)
232{
233
234 switch (r)
235 {
236 case range_none: /* "Nothing" is always legal */
237 return 1;
238 case range_bow:
239 case range_misc:
240 case range_magic: /* cast spells */
241 if (op->contr->ranges[r])
242 return 1;
243 else
244 return 0;
245
246 case range_golem: /* Use scrolls */
247 if (op->contr->ranges[range_golem] && op->contr->ranges[range_golem]->count == op->contr->golem_count)
248 return 1;
249 else
250 return 0;
251
252 case range_skill:
253 if (op->chosen_skill)
254 return 1;
255 else
256 return 0;
257 }
258 /* No match above, must not be valid */
259 return 0;
260}
261 236
262void 237void
263change_spell (object *op, char k) 238change_spell (object *op, char k)
264{ 239{
265 240 if (op->contr->combat_ob == op->current_weapon)
266 do
267 {
268 op->contr->shoottype = (rangetype) (op->contr->shoottype + ((k == '+') ? 1 : -1));
269 if (op->contr->shoottype >= range_size)
270 op->contr->shoottype = range_none;
271 else if (op->contr->shoottype <= range_bottom)
272 op->contr->shoottype = (rangetype) (range_size - 1);
273 } 241 {
274 while (!legal_range (op, op->contr->shoottype)); 242 if (op->contr->ranged_ob)
275 243 op->change_weapon (op->contr->ranged_ob);
276 /* Legal range has already checked that we have an appropriate item
277 * that uses the slot, so we don't need to be too careful about
278 * checking the status of the object.
279 */
280 switch (op->contr->shoottype)
281 { 244 }
282 case range_none: 245 else if (op->contr->ranged_ob == op->current_weapon)
283 new_draw_info (NDI_UNIQUE, 0, op, "No ranged attack chosen.");
284 break;
285
286 case range_golem:
287 new_draw_info (NDI_UNIQUE, 0, op, "You regain control of your golem.");
288 break;
289
290 case range_bow:
291 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s and %s.", query_name (op->contr->ranges[range_bow]),
292 op->contr->ranges[range_bow]->race ? &op->contr->ranges[range_bow]->race : "nothing");
293 break;
294
295 case range_magic:
296 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to spells (%s).", &op->contr->ranges[range_magic]->name);
297 break;
298
299 case range_misc:
300 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s.", query_base_name (op->contr->ranges[range_misc], 0));
301 break;
302
303 case range_skill:
304 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to skill: %s", op->chosen_skill ? &op->chosen_skill->name : "none");
305 break;
306
307 default:
308 break;
309 } 246 {
310} 247 if (op->contr->combat_ob)
248 op->change_weapon (op->contr->combat_ob);
249 }
311 250
251 //TODO: maybe switch to golem, if any?
252}
312 253
313int 254int
314command_rotateshoottype (object *op, char *params) 255command_rotateshoottype (object *op, char *params)
315{ 256{
316 if (!params) 257 if (!params)
317 change_spell (op, '+'); 258 change_spell (op, '+');
318 else 259 else
319 change_spell (op, params[0]); 260 change_spell (op, params[0]);
261
320 return 0; 262 return 0;
321} 263}

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