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Comparing deliantra/server/server/c_range.C (file contents):
Revision 1.5 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.43 by root, Fri Mar 26 01:04:44 2010 UTC

1
2/* 1/*
3 * static char *rcsid_c_range_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: c_range.C,v 1.5 2006/09/10 15:59:57 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
12 7 *
13 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
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * 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 Affero GNU General Public License
24 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
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
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 to <support@deliantra.net>
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
44int
45command_invoke (object *op, char *params)
46{
47 return command_cast_spell (op, params, 'i');
48}
49
50int
51command_cast (object *op, char *params)
52{
53 return command_cast_spell (op, params, 'c');
54}
55
56int
57command_prepare (object *op, char *params)
58{
59 return command_cast_spell (op, params, 'p');
60}
61 34
62/* 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
63 * 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
64 * them down to cleric/wizardry. 37 * them down to cleric/wizardry.
65 */ 38 */
73 /* 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
74 * into the spell_sort array so that we can sort them - 47 * into the spell_sort array so that we can sort them -
75 * we prefix the skill in the name so that the sorting 48 * we prefix the skill in the name so that the sorting
76 * works better. 49 * works better.
77 */ 50 */
78 for (spell = op->inv; spell != NULL; spell = spell->below) 51 for (spell = op->inv; spell; spell = spell->below)
79 { 52 {
80 /* 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
81 * match the name, process this spell. 54 * match the name, process this spell.
82 */ 55 */
83 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params)))) 56 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params))))
92 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic", 65 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic",
93 &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));
94 } 67 }
95 } 68 }
96 } 69 }
70
97 if (!num_found) 71 if (!num_found)
98 { 72 {
99 /* 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
100 * string. It is odd to do something like 'cast trans', 74 * string. It is odd to do something like 'cast trans',
101 * 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
111 /* Note in the code below that we make some 85 /* Note in the code below that we make some
112 * presumptions that there will be a colon in the 86 * presumptions that there will be a colon in the
113 * string. given the code above, this is always 87 * string. given the code above, this is always
114 * the case. 88 * the case.
115 */ 89 */
116 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);
117 strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */ 91 strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */
118 for (i = 0; i < num_found; i++) 92 for (i = 0; i < num_found; i++)
119 { 93 {
120 /* Different skill name, so print banner */ 94 /* Different skill name, so print banner */
121 if (strncmp (tmp, spell_sort[i], strlen (tmp))) 95 if (strncmp (tmp, spell_sort[i], strlen (tmp)))
129 new_draw_info (NDI_UNIQUE, 0, op, strchr (spell_sort[i], ':') + 1); 103 new_draw_info (NDI_UNIQUE, 0, op, strchr (spell_sort[i], ':') + 1);
130 } 104 }
131 } 105 }
132} 106}
133 107
134
135
136/* 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,
137 * 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,
138 * 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
139 * prepare) just set up the range type. 111 * prepare) just set up the range type.
140 */ 112 */
141 113static int
142int
143command_cast_spell (object *op, char *params, char command) 114command_cast_spell (object *op, char *params, char command)
144{ 115{
145 int castnow = 0; 116 int castnow = 0;
146 char *cp; 117 char *cp;
147 object *spob; 118 object *spob;
148 119
149 if (command == 'i') 120 if (command == 'i')
150 castnow = 1; 121 castnow = 1;
151 122
152 /* Remove control of the golem */ 123 /* Remove control of the golem */
153 if (op->contr->ranges[range_golem] != NULL) 124 if (object *golem = op->contr->golem)
154 { 125 golem->drop_and_destroy ();
155 if (op->contr->golem_count == op->contr->ranges[range_golem]->count)
156 {
157 remove_friendly_object (op->contr->ranges[range_golem]);
158 remove_ob (op->contr->ranges[range_golem]);
159 free_object (op->contr->ranges[range_golem]);
160 }
161 op->contr->ranges[range_golem] = NULL;
162 op->contr->golem_count = 0;
163 }
164 126
165 if (params != NULL) 127 if (params)
166 { 128 {
167 int spellnumber = 0; 129 int spellnumber = 0;
168 130
169 if ((spellnumber = atoi (params))) 131 if ((spellnumber = atoi (params)))
170 for (spob = op->inv; spob && spob->count != (tag_t) spellnumber; spob = spob->below); 132 for (spob = op->inv; spob && spob->count != spellnumber; spob = spob->below)
133 /* nop */;
171 else 134 else
172 spob = lookup_spell_by_name (op, params); 135 spob = lookup_spell_by_name (op, params);
173 136
174 if (spob && spob->type == SPELL) 137 if (spob && spob->type == SPELL)
175 { 138 {
185 cp++; 148 cp++;
186 if (!strncmp (cp, "of ", 3)) 149 if (!strncmp (cp, "of ", 3))
187 cp += 3; 150 cp += 3;
188 } 151 }
189 } 152 }
190 else if (strlen (params) > (size_t) strlen (spob->name)) 153 else if (strlen (params) > strlen (spob->name))
191 { 154 {
192 cp = params + strlen (spob->name); 155 cp = params + strlen (spob->name);
193 *cp = 0; 156 *cp = 0;
194 cp++; 157 cp++;
195 if (!strncmp (cp, "of ", 3)) 158 if (!strncmp (cp, "of ", 3))
196 cp += 3; 159 cp += 3;
197 } 160 }
198 else 161 else
199 cp = NULL; 162 cp = NULL;
200 163
201 if (spob->skill && !find_skill_by_name (op, spob->skill)) 164 if (!spob->skill)
202 { 165 {
203 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 ());
204 return 1; 168 return 1;
205 } 169 }
206 170
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);
180
207 if (castnow) 181 if (castnow)
208 {
209 cast_spell (op, op, op->facing, spob, cp); 182 cast_spell (op, op, op->facing, spob, cp);
210 }
211 else 183 else
212 { 184 {
213 op->contr->ranges[range_magic] = spob; 185 if (op->contr->ranged_ob)
214 op->contr->shoottype = range_magic; 186 if (op->contr->ranged_ob->flag [FLAG_APPLIED])
215 if (cp != NULL) 187 apply_special (op, op->contr->ranged_ob, AP_UNAPPLY);
216 { 188 else
217 strncpy (op->contr->spellparam, cp, MAX_BUF); 189 op->contr->ranged_ob = 0;
218 op->contr->spellparam[MAX_BUF - 1] = '\0'; 190
219 } 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));
220 else 193 else
221 { 194 {
222 op->contr->spellparam[0] = '\0'; 195 op->change_weapon (op->contr->ranged_ob = spob);
196
197 assign (op->contr->spellparam, cp ? cp : "");
198 op->statusmsg (format ("You ready the spell %s", &spob->name));
223 } 199 }
224 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready the spell %s", &spob->name);
225 } 200 }
201
226 return 0; 202 return 0;
227 } /* else fall through to below and print spells */ 203 } /* else fall through to below and print spells */
228 } /* params supplied */ 204 } /* params supplied */
229 205
230 /* 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
231 * the requested spell. List all the spells the player knows. 207 * the requested spell. List all the spells the player knows.
232 */ 208 */
233 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:");
234 show_matching_spells (op, params); 210 show_matching_spells (op, params);
211
235 return 1; 212 return 1;
236} 213}
237 214
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
238/**************************************************************************/ 233/**************************************************************************/
239 234
240/* Returns TRUE if the range specified (int r) is legal - that is, 235static void
241 * the character has an item that is equipped for that range type.
242 * return 0 if there is no item of that range type that is usable.
243 * This function could probably be simplified, eg, everything
244 * should index into the ranges[] array.
245 */
246
247int
248legal_range (object *op, int r)
249{
250
251 switch (r)
252 {
253 case range_none: /* "Nothing" is always legal */
254 return 1;
255 case range_bow:
256 case range_misc:
257 case range_magic: /* cast spells */
258 if (op->contr->ranges[r])
259 return 1;
260 else
261 return 0;
262
263 case range_golem: /* Use scrolls */
264 if (op->contr->ranges[range_golem] && op->contr->ranges[range_golem]->count == op->contr->golem_count)
265 return 1;
266 else
267 return 0;
268
269 case range_skill:
270 if (op->chosen_skill)
271 return 1;
272 else
273 return 0;
274 }
275 /* No match above, must not be valid */
276 return 0;
277}
278
279void
280change_spell (object *op, char k) 236change_spell (object *op, char k)
281{ 237{
282 238 if (op->contr->combat_ob == op->current_weapon)
283 do
284 {
285 op->contr->shoottype = (rangetype) (op->contr->shoottype + ((k == '+') ? 1 : -1));
286 if (op->contr->shoottype >= range_size)
287 op->contr->shoottype = range_none;
288 else if (op->contr->shoottype <= range_bottom)
289 op->contr->shoottype = (rangetype) (range_size - 1);
290 } 239 {
291 while (!legal_range (op, op->contr->shoottype)); 240 if (op->contr->ranged_ob)
292 241 op->change_weapon (op->contr->ranged_ob);
293 /* Legal range has already checked that we have an appropriate item
294 * that uses the slot, so we don't need to be too careful about
295 * checking the status of the object.
296 */
297 switch (op->contr->shoottype)
298 { 242 }
299 case range_none: 243 else if (op->contr->ranged_ob == op->current_weapon)
300 new_draw_info (NDI_UNIQUE, 0, op, "No ranged attack chosen.");
301 break;
302
303 case range_golem:
304 new_draw_info (NDI_UNIQUE, 0, op, "You regain control of your golem.");
305 break;
306
307 case range_bow:
308 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s and %s.", query_name (op->contr->ranges[range_bow]),
309 op->contr->ranges[range_bow]->race ? &op->contr->ranges[range_bow]->race : "nothing");
310 break;
311
312 case range_magic:
313 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to spells (%s).", &op->contr->ranges[range_magic]->name);
314 break;
315
316 case range_misc:
317 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s.", query_base_name (op->contr->ranges[range_misc], 0));
318 break;
319
320 case range_skill:
321 new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to skill: %s", op->chosen_skill ? &op->chosen_skill->name : "none");
322 break;
323
324 default:
325 break;
326 } 244 {
327} 245 if (op->contr->combat_ob)
246 op->change_weapon (op->contr->combat_ob);
247 }
328 248
249 //TODO: maybe switch to golem, if any?
250}
329 251
330int 252int
331command_rotateshoottype (object *op, char *params) 253command_rotateshoottype (object *op, char *params)
332{ 254{
333 if (!params) 255 if (!params)
334 change_spell (op, '+'); 256 change_spell (op, '+');
335 else 257 else
336 change_spell (op, params[0]); 258 change_spell (op, params[0]);
259
337 return 0; 260 return 0;
338} 261}

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