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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 1.43 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 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>
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__
30# include <sproto.h> 30#include <sproto.h>
31#endif
32#include <spells.h> 31#include <spells.h>
33#include <skills.h> 32#include <skills.h>
34#include <newclient.h>
35#include <commands.h> 33#include <commands.h>
36
37int
38command_invoke (object *op, char *params)
39{
40 return command_cast_spell (op, params, 'i');
41}
42
43int
44command_cast (object *op, char *params)
45{
46 return command_cast_spell (op, params, 'c');
47}
48
49int
50command_prepare (object *op, char *params)
51{
52 return command_cast_spell (op, params, 'p');
53}
54 34
55/* 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
56 * 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
57 * them down to cleric/wizardry. 37 * them down to cleric/wizardry.
58 */ 38 */
66 /* 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
67 * into the spell_sort array so that we can sort them - 47 * into the spell_sort array so that we can sort them -
68 * we prefix the skill in the name so that the sorting 48 * we prefix the skill in the name so that the sorting
69 * works better. 49 * works better.
70 */ 50 */
71 for (spell = op->inv; spell != NULL; spell = spell->below) 51 for (spell = op->inv; spell; spell = spell->below)
72 { 52 {
73 /* 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
74 * match the name, process this spell. 54 * match the name, process this spell.
75 */ 55 */
76 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params)))) 56 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params))))
85 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic", 65 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic",
86 &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));
87 } 67 }
88 } 68 }
89 } 69 }
70
90 if (!num_found) 71 if (!num_found)
91 { 72 {
92 /* 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
93 * string. It is odd to do something like 'cast trans', 74 * string. It is odd to do something like 'cast trans',
94 * 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
104 /* Note in the code below that we make some 85 /* Note in the code below that we make some
105 * presumptions that there will be a colon in the 86 * presumptions that there will be a colon in the
106 * string. given the code above, this is always 87 * string. given the code above, this is always
107 * the case. 88 * the case.
108 */ 89 */
109 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);
110 strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */ 91 strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */
111 for (i = 0; i < num_found; i++) 92 for (i = 0; i < num_found; i++)
112 { 93 {
113 /* Different skill name, so print banner */ 94 /* Different skill name, so print banner */
114 if (strncmp (tmp, spell_sort[i], strlen (tmp))) 95 if (strncmp (tmp, spell_sort[i], strlen (tmp)))
127/* 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,
128 * 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,
129 * 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
130 * prepare) just set up the range type. 111 * prepare) just set up the range type.
131 */ 112 */
132int 113static int
133command_cast_spell (object *op, char *params, char command) 114command_cast_spell (object *op, char *params, char command)
134{ 115{
135 int castnow = 0; 116 int castnow = 0;
136 char *cp; 117 char *cp;
137 object *spob; 118 object *spob;
138 119
139 if (command == 'i') 120 if (command == 'i')
140 castnow = 1; 121 castnow = 1;
141 122
142 /* Remove control of the golem */ 123 /* Remove control of the golem */
143 if (op->contr->ranges[range_golem] != NULL) 124 if (object *golem = op->contr->golem)
144 { 125 golem->drop_and_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 }
151 126
152 op->contr->ranges[range_golem] = NULL;
153 op->contr->golem_count = 0;
154 }
155
156 if (params != NULL) 127 if (params)
157 { 128 {
158 int spellnumber = 0; 129 int spellnumber = 0;
159 130
160 if ((spellnumber = atoi (params))) 131 if ((spellnumber = atoi (params)))
161 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)
162 /* nop */; 133 /* nop */;
163 else 134 else
164 spob = lookup_spell_by_name (op, params); 135 spob = lookup_spell_by_name (op, params);
165 136
166 if (spob && spob->type == SPELL) 137 if (spob && spob->type == SPELL)
177 cp++; 148 cp++;
178 if (!strncmp (cp, "of ", 3)) 149 if (!strncmp (cp, "of ", 3))
179 cp += 3; 150 cp += 3;
180 } 151 }
181 } 152 }
182 else if (strlen (params) > (size_t) strlen (spob->name)) 153 else if (strlen (params) > strlen (spob->name))
183 { 154 {
184 cp = params + strlen (spob->name); 155 cp = params + strlen (spob->name);
185 *cp = 0; 156 *cp = 0;
186 cp++; 157 cp++;
187 if (!strncmp (cp, "of ", 3)) 158 if (!strncmp (cp, "of ", 3))
188 cp += 3; 159 cp += 3;
189 } 160 }
190 else 161 else
191 cp = NULL; 162 cp = NULL;
192 163
193 if (spob->skill && !find_skill_by_name (op, spob->skill)) 164 if (!spob->skill)
194 { 165 {
195 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 ());
196 return 1; 168 return 1;
197 } 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);
198 180
199 if (castnow) 181 if (castnow)
200 cast_spell (op, op, op->facing, spob, cp); 182 cast_spell (op, op, op->facing, spob, cp);
201 else 183 else
202 { 184 {
203 op->contr->ranges[range_magic] = spob; 185 if (op->contr->ranged_ob)
204 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
205 assign (op->contr->spellparam, cp ? cp : ""); 197 assign (op->contr->spellparam, cp ? cp : "");
206 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 }
207 } 200 }
208 201
209 return 0; 202 return 0;
210 } /* else fall through to below and print spells */ 203 } /* else fall through to below and print spells */
211 } /* params supplied */ 204 } /* params supplied */
212 205
213 /* 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
214 * the requested spell. List all the spells the player knows. 207 * the requested spell. List all the spells the player knows.
215 */ 208 */
216 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:");
217 show_matching_spells (op, params); 210 show_matching_spells (op, params);
211
218 return 1; 212 return 1;
219} 213}
220 214
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
221/**************************************************************************/ 233/**************************************************************************/
222 234
223/* Returns TRUE if the range specified (int r) is legal - that is, 235static void
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
262void
263change_spell (object *op, char k) 236change_spell (object *op, char k)
264{ 237{
265 238 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 } 239 {
274 while (!legal_range (op, op->contr->shoottype)); 240 if (op->contr->ranged_ob)
275 241 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 { 242 }
282 case range_none: 243 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 } 244 {
310} 245 if (op->contr->combat_ob)
246 op->change_weapon (op->contr->combat_ob);
247 }
311 248
249 //TODO: maybe switch to golem, if any?
250}
312 251
313int 252int
314command_rotateshoottype (object *op, char *params) 253command_rotateshoottype (object *op, char *params)
315{ 254{
316 if (!params) 255 if (!params)
317 change_spell (op, '+'); 256 change_spell (op, '+');
318 else 257 else
319 change_spell (op, params[0]); 258 change_spell (op, params[0]);
259
320 return 0; 260 return 0;
321} 261}

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