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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 1.52 by root, Wed Nov 21 12:12:03 2012 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 $";
5 */ 3 *
6 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
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>
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 33
62/* 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
63 * 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
64 * them down to cleric/wizardry. 36 * them down to cleric/wizardry.
65 */ 37 */
73 /* 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
74 * into the spell_sort array so that we can sort them - 46 * into the spell_sort array so that we can sort them -
75 * we prefix the skill in the name so that the sorting 47 * we prefix the skill in the name so that the sorting
76 * works better. 48 * works better.
77 */ 49 */
78 for (spell = op->inv; spell != NULL; spell = spell->below) 50 for (spell = op->inv; spell; spell = spell->below)
79 { 51 {
80 /* 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
81 * match the name, process this spell. 53 * match the name, process this spell.
82 */ 54 */
83 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params)))) 55 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params))))
92 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic", 64 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic",
93 &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));
94 } 66 }
95 } 67 }
96 } 68 }
69
97 if (!num_found) 70 if (!num_found)
98 { 71 {
99 /* 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
100 * string. It is odd to do something like 'cast trans', 73 * string. It is odd to do something like 'cast trans',
101 * 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
111 /* Note in the code below that we make some 84 /* Note in the code below that we make some
112 * presumptions that there will be a colon in the 85 * presumptions that there will be a colon in the
113 * string. given the code above, this is always 86 * string. given the code above, this is always
114 * the case. 87 * the case.
115 */ 88 */
116 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);
117 strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */ 90 strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */
118 for (i = 0; i < num_found; i++) 91 for (i = 0; i < num_found; i++)
119 { 92 {
120 /* Different skill name, so print banner */ 93 /* Different skill name, so print banner */
121 if (strncmp (tmp, spell_sort[i], strlen (tmp))) 94 if (strncmp (tmp, spell_sort[i], strlen (tmp)))
129 new_draw_info (NDI_UNIQUE, 0, op, strchr (spell_sort[i], ':') + 1); 102 new_draw_info (NDI_UNIQUE, 0, op, strchr (spell_sort[i], ':') + 1);
130 } 103 }
131 } 104 }
132} 105}
133 106
134
135
136/* 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,
137 * 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,
138 * 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
139 * prepare) just set up the range type. 110 * prepare) just set up the range type.
140 */ 111 */
141 112static int
142int
143command_cast_spell (object *op, char *params, char command) 113command_cast_spell (object *op, char *params, char command)
144{ 114{
145 int castnow = 0; 115 int castnow = 0;
146 char *cp; 116 char *cp;
147 object *spob; 117 object *spob;
148 118
149 if (command == 'i') 119 if (command == 'i')
150 castnow = 1; 120 castnow = 1;
151 121
152 /* Remove control of the golem */ 122 /* Remove control of the golem */
153 if (op->contr->ranges[range_golem] != NULL) 123 if (object *golem = op->contr->golem)
154 { 124 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 }
164 125
165 if (params != NULL) 126 if (params)
166 { 127 {
167 int spellnumber = 0; 128 int spellnumber = 0;
168 129
169 if ((spellnumber = atoi (params))) 130 if ((spellnumber = atoi (params)))
170 for (spob = op->inv; spob && spob->count != (tag_t) spellnumber; spob = spob->below); 131 for (spob = op->inv; spob && spob->count != spellnumber; spob = spob->below)
132 /* nop */;
171 else 133 else
172 spob = lookup_spell_by_name (op, params); 134 spob = op->find_spell (params);
173 135
174 if (spob && spob->type == SPELL) 136 if (spob && spob->type == SPELL)
175 { 137 {
176 /* Now grab any extra data, if there is any. Forward pass 138 /* Now grab any extra data, if there is any. Forward pass
177 * any 'of' delimiter 139 * any 'of' delimiter
185 cp++; 147 cp++;
186 if (!strncmp (cp, "of ", 3)) 148 if (!strncmp (cp, "of ", 3))
187 cp += 3; 149 cp += 3;
188 } 150 }
189 } 151 }
190 else if (strlen (params) > (size_t) strlen (spob->name)) 152 else if (strlen (params) > strlen (spob->name))
191 { 153 {
192 cp = params + strlen (spob->name); 154 cp = params + strlen (spob->name);
193 *cp = 0; 155 *cp = 0;
194 cp++; 156 cp++;
195 if (!strncmp (cp, "of ", 3)) 157 if (!strncmp (cp, "of ", 3))
196 cp += 3; 158 cp += 3;
197 } 159 }
198 else 160 else
199 cp = NULL; 161 cp = NULL;
200 162
201 if (spob->skill && !find_skill_by_name (op, spob->skill))
202 {
203 new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s!", &spob->skill, &spob->name);
204 return 1;
205 }
206
207 if (castnow) 163 if (castnow)
208 {
209 cast_spell (op, op, op->facing, spob, cp); 164 cast_spell (op, op, op->facing, spob, cp);
165 else if (op->apply (spob))
210 } 166 {
211 else 167 splay (spob);
168 assign (op->contr->spellparam, cp ? cp : "");
212 { 169 }
213 op->contr->ranges[range_magic] = spob; 170
214 op->contr->shoottype = range_magic;
215 if (cp != NULL)
216 {
217 strncpy (op->contr->spellparam, cp, MAX_BUF);
218 op->contr->spellparam[MAX_BUF - 1] = '\0';
219 }
220 else
221 {
222 op->contr->spellparam[0] = '\0';
223 }
224 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready the spell %s", &spob->name);
225 }
226 return 0; 171 return 0;
227 } /* else fall through to below and print spells */ 172 } /* else fall through to below and print spells */
228 } /* params supplied */ 173 } /* params supplied */
229 174
230 /* 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
231 * the requested spell. List all the spells the player knows. 176 * the requested spell. List all the spells the player knows.
232 */ 177 */
233 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:");
234 show_matching_spells (op, params); 179 show_matching_spells (op, params);
180
235 return 1; 181 return 1;
236} 182}
237 183
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
238/**************************************************************************/ 202/**************************************************************************/
239 203
240/* Returns TRUE if the range specified (int r) is legal - that is,
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 204int
248legal_range (object *op, int r) 205command_rotateshoottype (object *op, char *params)
249{ 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 );
250 213
251 switch (r) 214 //TODO: maybe switch to golem, if any?
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;
262 215
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; 216 return 0;
277} 217}
278 218
279void
280change_spell (object *op, char k)
281{
282
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 }
291 while (!legal_range (op, op->contr->shoottype));
292
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 {
299 case range_none:
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 }
327}
328
329
330int
331command_rotateshoottype (object *op, char *params)
332{
333 if (!params)
334 change_spell (op, '+');
335 else
336 change_spell (op, params[0]);
337 return 0;
338}

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