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Comparing deliantra/server/server/c_range.C (file contents):
Revision 1.15 by pippijn, Mon Jan 15 21:06:20 2007 UTC vs.
Revision 1.43 by root, Fri Mar 26 01:04:44 2010 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 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 */
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> 33#include <commands.h>
34 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
53/* Shows all spells that op knows. If params is supplied, the must match 35/* 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 36 * that. Given there is more than one skill, we can't supply break
55 * them down to cleric/wizardry. 37 * them down to cleric/wizardry.
56 */ 38 */
57static void 39static void
64 /* We go and see what spells the player has. We put them 46 /* We go and see what spells the player has. We put them
65 * into the spell_sort array so that we can sort them - 47 * into the spell_sort array so that we can sort them -
66 * we prefix the skill in the name so that the sorting 48 * we prefix the skill in the name so that the sorting
67 * works better. 49 * works better.
68 */ 50 */
69 for (spell = op->inv; spell != NULL; spell = spell->below) 51 for (spell = op->inv; spell; spell = spell->below)
70 { 52 {
71 /* If it is a spell, and no params are passed, or they 53 /* If it is a spell, and no params are passed, or they
72 * match the name, process this spell. 54 * match the name, process this spell.
73 */ 55 */
74 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params)))) 56 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params))))
83 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic", 65 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic",
84 &spell->name, spell->level, SP_level_spellpoint_cost (op, spell, SPELL_HIGHEST)); 66 &spell->name, spell->level, SP_level_spellpoint_cost (op, spell, SPELL_HIGHEST));
85 } 67 }
86 } 68 }
87 } 69 }
70
88 if (!num_found) 71 if (!num_found)
89 { 72 {
90 /* If a matching string was passed along, now try it without that 73 /* If a matching string was passed along, now try it without that
91 * string. It is odd to do something like 'cast trans', 74 * string. It is odd to do something like 'cast trans',
92 * and it say you have no spells, when really, you do, but just 75 * and it say you have no spells, when really, you do, but just
102 /* Note in the code below that we make some 85 /* Note in the code below that we make some
103 * presumptions that there will be a colon in the 86 * presumptions that there will be a colon in the
104 * string. given the code above, this is always 87 * string. given the code above, this is always
105 * the case. 88 * the case.
106 */ 89 */
107 qsort (spell_sort, num_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 90 qsort (spell_sort, num_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
108 strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */ 91 strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */
109 for (i = 0; i < num_found; i++) 92 for (i = 0; i < num_found; i++)
110 { 93 {
111 /* Different skill name, so print banner */ 94 /* Different skill name, so print banner */
112 if (strncmp (tmp, spell_sort[i], strlen (tmp))) 95 if (strncmp (tmp, spell_sort[i], strlen (tmp)))
125/* sets up to cast a spell. op is the caster, params is the spell name, 108/* sets up to cast a spell. op is the caster, params is the spell name,
126 * and command is the first letter of the spell type (c=cast, i=invoke, 109 * and command is the first letter of the spell type (c=cast, i=invoke,
127 * p=prepare). Invoke casts a spell immediately, where as cast (and I believe 110 * p=prepare). Invoke casts a spell immediately, where as cast (and I believe
128 * prepare) just set up the range type. 111 * prepare) just set up the range type.
129 */ 112 */
130int 113static int
131command_cast_spell (object *op, char *params, char command) 114command_cast_spell (object *op, char *params, char command)
132{ 115{
133 int castnow = 0; 116 int castnow = 0;
134 char *cp; 117 char *cp;
135 object *spob; 118 object *spob;
136 119
137 if (command == 'i') 120 if (command == 'i')
138 castnow = 1; 121 castnow = 1;
139 122
140 /* Remove control of the golem */ 123 /* Remove control of the golem */
141 if (op->contr->ranges[range_golem]) 124 if (object *golem = op->contr->golem)
142 { 125 golem->drop_and_destroy ();
143 op->contr->ranges[range_golem]->destroy ();
144 op->contr->ranges[range_golem] = 0;
145 }
146 126
147 if (params != NULL) 127 if (params)
148 { 128 {
149 int spellnumber = 0; 129 int spellnumber = 0;
150 130
151 if ((spellnumber = atoi (params))) 131 if ((spellnumber = atoi (params)))
152 for (spob = op->inv; spob && spob->count != spellnumber; spob = spob->below) 132 for (spob = op->inv; spob && spob->count != spellnumber; spob = spob->below)
168 cp++; 148 cp++;
169 if (!strncmp (cp, "of ", 3)) 149 if (!strncmp (cp, "of ", 3))
170 cp += 3; 150 cp += 3;
171 } 151 }
172 } 152 }
173 else if (strlen (params) > (size_t) strlen (spob->name)) 153 else if (strlen (params) > strlen (spob->name))
174 { 154 {
175 cp = params + strlen (spob->name); 155 cp = params + strlen (spob->name);
176 *cp = 0; 156 *cp = 0;
177 cp++; 157 cp++;
178 if (!strncmp (cp, "of ", 3)) 158 if (!strncmp (cp, "of ", 3))
179 cp += 3; 159 cp += 3;
180 } 160 }
181 else 161 else
182 cp = NULL; 162 cp = NULL;
183 163
184 if (spob->skill && !find_skill_by_name (op, spob->skill)) 164 if (!spob->skill)
185 { 165 {
186 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s!", &spob->skill, &spob->name); 166 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is a weird spell, please report it to the dungeon master!", &spob->name);
167 LOG (llevError, "spell without skill found: %s", spob->debug_desc ());
187 return 1; 168 return 1;
188 } 169 }
170
171 object *skill = find_skill_by_name (op, spob->skill);
172
173 if (!skill)
174 {
175 op->failmsg (format ("You need the skill %s to cast %s!", &spob->skill, &spob->name));
176 return 1;
177 }
178
179 splay (spob);
189 180
190 if (castnow) 181 if (castnow)
191 cast_spell (op, op, op->facing, spob, cp); 182 cast_spell (op, op, op->facing, spob, cp);
192 else 183 else
193 { 184 {
194 op->contr->ranges[range_magic] = spob; 185 if (op->contr->ranged_ob)
195 op->contr->shoottype = range_magic; 186 if (op->contr->ranged_ob->flag [FLAG_APPLIED])
187 apply_special (op, op->contr->ranged_ob, AP_UNAPPLY);
188 else
189 op->contr->ranged_ob = 0;
190
191 if (op->contr->ranged_ob)
192 op->failmsg (format ("You have to unapply the %s first to ready a spell.", &op->contr->ranged_ob->name));
193 else
194 {
195 op->change_weapon (op->contr->ranged_ob = spob);
196
196 assign (op->contr->spellparam, cp ? cp : ""); 197 assign (op->contr->spellparam, cp ? cp : "");
197 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready the spell %s", &spob->name); 198 op->statusmsg (format ("You ready the spell %s", &spob->name));
199 }
198 } 200 }
199 201
200 return 0; 202 return 0;
201 } /* else fall through to below and print spells */ 203 } /* else fall through to below and print spells */
202 } /* params supplied */ 204 } /* params supplied */
203 205
204 /* We get here if cast was given without options or we could not find 206 /* We get here if cast was given without options or we could not find
205 * the requested spell. List all the spells the player knows. 207 * the requested spell. List all the spells the player knows.
206 */ 208 */
207 new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:"); 209 new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:");
208 show_matching_spells (op, params); 210 show_matching_spells (op, params);
211
209 return 1; 212 return 1;
210} 213}
211 214
215int
216command_invoke (object *op, char *params)
217{
218 return command_cast_spell (op, params, 'i');
219}
220
221int
222command_cast (object *op, char *params)
223{
224 return command_cast_spell (op, params, 'c');
225}
226
227int
228command_prepare (object *op, char *params)
229{
230 return command_cast_spell (op, params, 'p');
231}
232
212/**************************************************************************/ 233/**************************************************************************/
213 234
214/* Returns TRUE if the range specified (int r) is legal - that is, 235static void
215 * the character has an item that is equipped for that range type.
216 * return 0 if there is no item of that range type that is usable.
217 * This function could probably be simplified, eg, everything
218 * should index into the ranges[] array.
219 */
220
221int
222legal_range (object *op, int r)
223{
224
225 switch (r)
226 {
227 case range_none: /* "Nothing" is always legal */
228 return 1;
229
230 case range_bow:
231 case range_misc:
232 case range_magic: /* cast spells */
233 return !!op->contr->ranges[r];
234
235 case range_golem: /* Use scrolls */
236 return !!op->contr->ranges[range_golem];
237
238 case range_skill:
239 return !!op->chosen_skill;
240 }
241
242 /* No match above, must not be valid */
243 return 0;
244}
245
246void
247change_spell (object *op, char k) 236change_spell (object *op, char k)
248{ 237{
249 238 if (op->contr->combat_ob == op->current_weapon)
250 do
251 {
252 op->contr->shoottype = (rangetype) (op->contr->shoottype + ((k == '+') ? 1 : -1));
253 if (op->contr->shoottype >= range_size)
254 op->contr->shoottype = range_none;
255 else if (op->contr->shoottype <= range_bottom)
256 op->contr->shoottype = (rangetype) (range_size - 1);
257 } 239 {
258 while (!legal_range (op, op->contr->shoottype)); 240 if (op->contr->ranged_ob)
259 241 op->change_weapon (op->contr->ranged_ob);
260 /* Legal range has already checked that we have an appropriate item
261 * that uses the slot, so we don't need to be too careful about
262 * checking the status of the object.
263 */
264 switch (op->contr->shoottype)
265 { 242 }
266 case range_none: 243 else if (op->contr->ranged_ob == op->current_weapon)
267 new_draw_info (NDI_UNIQUE, 0, op, "No ranged attack chosen.");
268 break;
269
270 case range_golem:
271 new_draw_info (NDI_UNIQUE, 0, op, "You regain control of your golem.");
272 break;
273
274 case range_bow:
275 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s and %s.", query_name (op->contr->ranges[range_bow]),
276 op->contr->ranges[range_bow]->race ? &op->contr->ranges[range_bow]->race : "nothing");
277 break;
278
279 case range_magic:
280 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to spells (%s).", &op->contr->ranges[range_magic]->name);
281 break;
282
283 case range_misc:
284 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s.", query_base_name (op->contr->ranges[range_misc], 0));
285 break;
286
287 case range_skill:
288 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to skill: %s", op->chosen_skill ? &op->chosen_skill->name : "none");
289 break;
290
291 default:
292 break;
293 } 244 {
294} 245 if (op->contr->combat_ob)
246 op->change_weapon (op->contr->combat_ob);
247 }
295 248
249 //TODO: maybe switch to golem, if any?
250}
296 251
297int 252int
298command_rotateshoottype (object *op, char *params) 253command_rotateshoottype (object *op, char *params)
299{ 254{
300 if (!params) 255 if (!params)
301 change_spell (op, '+'); 256 change_spell (op, '+');
302 else 257 else
303 change_spell (op, params[0]); 258 change_spell (op, params[0]);
259
304 return 0; 260 return 0;
305} 261}

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