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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 1.52 by root, Wed Nov 21 12:12:03 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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#include <sproto.h> 30#include <sproto.h>
30#include <spells.h> 31#include <spells.h>
31#include <skills.h> 32#include <skills.h>
32#include <commands.h>
33
34int
35command_invoke (object *op, char *params)
36{
37 return command_cast_spell (op, params, 'i');
38}
39
40int
41command_cast (object *op, char *params)
42{
43 return command_cast_spell (op, params, 'c');
44}
45
46int
47command_prepare (object *op, char *params)
48{
49 return command_cast_spell (op, params, 'p');
50}
51 33
52/* Shows all spells that op knows. If params is supplied, the must match 34/* Shows all spells that op knows. If params is supplied, the must match
53 * that. Given there is more than one skill, we can't supply break 35 * that. Given there is more than one skill, we can't supply break
54 * them down to cleric/wizardry. 36 * them down to cleric/wizardry.
55 */ 37 */
63 /* We go and see what spells the player has. We put them 45 /* We go and see what spells the player has. We put them
64 * into the spell_sort array so that we can sort them - 46 * into the spell_sort array so that we can sort them -
65 * we prefix the skill in the name so that the sorting 47 * we prefix the skill in the name so that the sorting
66 * works better. 48 * works better.
67 */ 49 */
68 for (spell = op->inv; spell != NULL; spell = spell->below) 50 for (spell = op->inv; spell; spell = spell->below)
69 { 51 {
70 /* If it is a spell, and no params are passed, or they 52 /* If it is a spell, and no params are passed, or they
71 * match the name, process this spell. 53 * match the name, process this spell.
72 */ 54 */
73 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params)))) 55 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params))))
82 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic", 64 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic",
83 &spell->name, spell->level, SP_level_spellpoint_cost (op, spell, SPELL_HIGHEST)); 65 &spell->name, spell->level, SP_level_spellpoint_cost (op, spell, SPELL_HIGHEST));
84 } 66 }
85 } 67 }
86 } 68 }
69
87 if (!num_found) 70 if (!num_found)
88 { 71 {
89 /* If a matching string was passed along, now try it without that 72 /* If a matching string was passed along, now try it without that
90 * string. It is odd to do something like 'cast trans', 73 * string. It is odd to do something like 'cast trans',
91 * and it say you have no spells, when really, you do, but just 74 * and it say you have no spells, when really, you do, but just
101 /* Note in the code below that we make some 84 /* Note in the code below that we make some
102 * presumptions that there will be a colon in the 85 * presumptions that there will be a colon in the
103 * string. given the code above, this is always 86 * string. given the code above, this is always
104 * the case. 87 * the case.
105 */ 88 */
106 qsort (spell_sort, num_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); 89 qsort (spell_sort, num_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
107 strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */ 90 strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */
108 for (i = 0; i < num_found; i++) 91 for (i = 0; i < num_found; i++)
109 { 92 {
110 /* Different skill name, so print banner */ 93 /* Different skill name, so print banner */
111 if (strncmp (tmp, spell_sort[i], strlen (tmp))) 94 if (strncmp (tmp, spell_sort[i], strlen (tmp)))
120 } 103 }
121 } 104 }
122} 105}
123 106
124/* sets up to cast a spell. op is the caster, params is the spell name, 107/* sets up to cast a spell. op is the caster, params is the spell name,
125 * and command is the first letter of the spell type (c=cast, i=invoke, 108 * and command is the first letter of the spell type (c=cast, i=invoke,
126 * p=prepare). Invoke casts a spell immediately, where as cast (and I believe 109 * p=prepare). Invoke casts a spell immediately, where as cast (and I believe
127 * prepare) just set up the range type. 110 * prepare) just set up the range type.
128 */ 111 */
129int 112static int
130command_cast_spell (object *op, char *params, char command) 113command_cast_spell (object *op, char *params, char command)
131{ 114{
132 int castnow = 0; 115 int castnow = 0;
133 char *cp; 116 char *cp;
134 object *spob; 117 object *spob;
135 118
136 if (command == 'i') 119 if (command == 'i')
137 castnow = 1; 120 castnow = 1;
138 121
139 /* Remove control of the golem */ 122 /* Remove control of the golem */
140 if (op->contr->ranges[range_golem]) 123 if (object *golem = op->contr->golem)
141 { 124 golem->drop_and_destroy ();
142 op->contr->ranges[range_golem]->destroy ();
143 op->contr->ranges[range_golem] = 0;
144 }
145 125
146 if (params != NULL) 126 if (params)
147 { 127 {
148 int spellnumber = 0; 128 int spellnumber = 0;
149 129
150 if ((spellnumber = atoi (params))) 130 if ((spellnumber = atoi (params)))
151 for (spob = op->inv; spob && spob->count != spellnumber; spob = spob->below) 131 for (spob = op->inv; spob && spob->count != spellnumber; spob = spob->below)
152 /* nop */; 132 /* nop */;
153 else 133 else
154 spob = lookup_spell_by_name (op, params); 134 spob = op->find_spell (params);
155 135
156 if (spob && spob->type == SPELL) 136 if (spob && spob->type == SPELL)
157 { 137 {
158 /* Now grab any extra data, if there is any. Forward pass 138 /* Now grab any extra data, if there is any. Forward pass
159 * any 'of' delimiter 139 * any 'of' delimiter
167 cp++; 147 cp++;
168 if (!strncmp (cp, "of ", 3)) 148 if (!strncmp (cp, "of ", 3))
169 cp += 3; 149 cp += 3;
170 } 150 }
171 } 151 }
172 else if (strlen (params) > (size_t) strlen (spob->name)) 152 else if (strlen (params) > strlen (spob->name))
173 { 153 {
174 cp = params + strlen (spob->name); 154 cp = params + strlen (spob->name);
175 *cp = 0; 155 *cp = 0;
176 cp++; 156 cp++;
177 if (!strncmp (cp, "of ", 3)) 157 if (!strncmp (cp, "of ", 3))
178 cp += 3; 158 cp += 3;
179 } 159 }
180 else 160 else
181 cp = NULL; 161 cp = NULL;
182 162
183 if (spob->skill && !find_skill_by_name (op, spob->skill))
184 {
185 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s!", &spob->skill, &spob->name);
186 return 1;
187 }
188
189 if (castnow) 163 if (castnow)
190 cast_spell (op, op, op->facing, spob, cp); 164 cast_spell (op, op, op->facing, spob, cp);
191 else 165 else if (op->apply (spob))
192 { 166 {
193 op->contr->ranges[range_magic] = spob; 167 splay (spob);
194 op->contr->shoottype = range_magic;
195 assign (op->contr->spellparam, cp ? cp : ""); 168 assign (op->contr->spellparam, cp ? cp : "");
196 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready the spell %s", &spob->name);
197 } 169 }
198 170
199 return 0; 171 return 0;
200 } /* else fall through to below and print spells */ 172 } /* else fall through to below and print spells */
201 } /* params supplied */ 173 } /* params supplied */
202 174
203 /* We get here if cast was given without options or we could not find 175 /* 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. 176 * the requested spell. List all the spells the player knows.
205 */ 177 */
206 new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:"); 178 new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:");
207 show_matching_spells (op, params); 179 show_matching_spells (op, params);
180
208 return 1; 181 return 1;
209} 182}
210 183
184int
185command_invoke (object *op, char *params)
186{
187 return command_cast_spell (op, params, 'i');
188}
189
190int
191command_cast (object *op, char *params)
192{
193 return command_cast_spell (op, params, 'c');
194}
195
196int
197command_prepare (object *op, char *params)
198{
199 return command_cast_spell (op, params, 'p');
200}
201
211/**************************************************************************/ 202/**************************************************************************/
212 203
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 204int
221legal_range (object *op, int r) 205command_rotateshoottype (object *op, char *params)
222{ 206{
207 if (op->contr->combat_ob && op->contr->ranged_ob)
208 op->apply (
209 op->current_weapon == op->contr->combat_ob
210 ? op->contr->ranged_ob
211 : op->contr->combat_ob
212 );
223 213
224 switch (r) 214 //TODO: maybe switch to golem, if any?
225 {
226 case range_none: /* "Nothing" is always legal */
227 return 1;
228 215
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; 216 return 0;
243} 217}
244 218
245void
246change_spell (object *op, char k)
247{
248
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 }
257 while (!legal_range (op, op->contr->shoottype));
258
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 {
265 case range_none:
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 }
293}
294
295
296int
297command_rotateshoottype (object *op, char *params)
298{
299 if (!params)
300 change_spell (op, '+');
301 else
302 change_spell (op, params[0]);
303 return 0;
304}

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