/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team Copyright (C) 2002 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at */ /* This file deals with range related commands (casting, shooting, * throwing, etc. */ #include #include #include #include #include int command_invoke (object *op, char *params) { return command_cast_spell (op, params, 'i'); } int command_cast (object *op, char *params) { return command_cast_spell (op, params, 'c'); } int command_prepare (object *op, char *params) { return command_cast_spell (op, params, 'p'); } /* Shows all spells that op knows. If params is supplied, the must match * that. Given there is more than one skill, we can't supply break * them down to cleric/wizardry. */ static void show_matching_spells (object *op, char *params) { object *spell; char spell_sort[NROFREALSPELLS][MAX_BUF], tmp[MAX_BUF], *cp; int num_found = 0, i; /* We go and see what spells the player has. We put them * into the spell_sort array so that we can sort them - * we prefix the skill in the name so that the sorting * works better. */ for (spell = op->inv; spell != NULL; spell = spell->below) { /* If it is a spell, and no params are passed, or they * match the name, process this spell. */ if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params)))) { if (spell->path_attuned & op->path_denied) { sprintf (spell_sort[num_found++], "%s:%-22s %3s %3s", spell->skill ? &spell->skill : "generic", &spell->name, "den", "den"); } else { sprintf (spell_sort[num_found++], "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic", &spell->name, spell->level, SP_level_spellpoint_cost (op, spell, SPELL_HIGHEST)); } } } if (!num_found) { /* If a matching string was passed along, now try it without that * string. It is odd to do something like 'cast trans', * and it say you have no spells, when really, you do, but just * nothing that matches. */ if (params) show_matching_spells (op, NULL); else new_draw_info (NDI_UNIQUE, 0, op, "You know no spells"); } else { /* Note in the code below that we make some * presumptions that there will be a colon in the * string. given the code above, this is always * the case. */ qsort (spell_sort, num_found, MAX_BUF, (int (*)(const void *, const void *)) strcmp); strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */ for (i = 0; i < num_found; i++) { /* Different skill name, so print banner */ if (strncmp (tmp, spell_sort[i], strlen (tmp))) { strcpy (tmp, spell_sort[i]); cp = strchr (tmp, ':'); *cp = '\0'; new_draw_info (NDI_UNIQUE, 0, op, ""); new_draw_info_format (NDI_UNIQUE, 0, op, "%s spells %.*s [lvl] [sp]", tmp, 12 - strlen (tmp), " "); } new_draw_info (NDI_UNIQUE, 0, op, strchr (spell_sort[i], ':') + 1); } } } /* sets up to cast a spell. op is the caster, params is the spell name, * and command is the first letter of the spell type (c=cast, i=invoke, * p=prepare). Invoke casts a spell immediately, where as cast (and I believe * prepare) just set up the range type. */ int command_cast_spell (object *op, char *params, char command) { int castnow = 0; char *cp; object *spob; if (command == 'i') castnow = 1; /* Remove control of the golem */ if (op->contr->ranges[range_golem]) { op->contr->ranges[range_golem]->destroy (); op->contr->ranges[range_golem] = 0; } if (params != NULL) { int spellnumber = 0; if ((spellnumber = atoi (params))) for (spob = op->inv; spob && spob->count != spellnumber; spob = spob->below) /* nop */; else spob = lookup_spell_by_name (op, params); if (spob && spob->type == SPELL) { /* Now grab any extra data, if there is any. Forward pass * any 'of' delimiter */ if (spellnumber) { /* if we passed a number, the options start at the second word */ cp = strchr (params, ' '); if (cp) { cp++; if (!strncmp (cp, "of ", 3)) cp += 3; } } else if (strlen (params) > (size_t) strlen (spob->name)) { cp = params + strlen (spob->name); *cp = 0; cp++; if (!strncmp (cp, "of ", 3)) cp += 3; } else cp = NULL; if (spob->skill && !find_skill_by_name (op, spob->skill)) { new_draw_info_format (NDI_UNIQUE, 0, op, "You need the skill %s to cast %s!", &spob->skill, &spob->name); return 1; } if (castnow) cast_spell (op, op, op->facing, spob, cp); else { op->contr->ranges[range_magic] = spob; op->contr->shoottype = range_magic; assign (op->contr->spellparam, cp ? cp : ""); new_draw_info_format (NDI_UNIQUE, 0, op, "You ready the spell %s", &spob->name); } return 0; } /* else fall through to below and print spells */ } /* params supplied */ /* We get here if cast was given without options or we could not find * the requested spell. List all the spells the player knows. */ new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:"); show_matching_spells (op, params); return 1; } /**************************************************************************/ /* Returns TRUE if the range specified (int r) is legal - that is, * the character has an item that is equipped for that range type. * return 0 if there is no item of that range type that is usable. * This function could probably be simplified, eg, everything * should index into the ranges[] array. */ int legal_range (object *op, int r) { switch (r) { case range_none: /* "Nothing" is always legal */ return 1; case range_bow: case range_misc: case range_magic: /* cast spells */ return !!op->contr->ranges[r]; case range_golem: /* Use scrolls */ return !!op->contr->ranges[range_golem]; case range_skill: return !!op->chosen_skill; } /* No match above, must not be valid */ return 0; } void change_spell (object *op, char k) { do { op->contr->shoottype = (rangetype) (op->contr->shoottype + ((k == '+') ? 1 : -1)); if (op->contr->shoottype >= range_size) op->contr->shoottype = range_none; else if (op->contr->shoottype <= range_bottom) op->contr->shoottype = (rangetype) (range_size - 1); } while (!legal_range (op, op->contr->shoottype)); /* Legal range has already checked that we have an appropriate item * that uses the slot, so we don't need to be too careful about * checking the status of the object. */ switch (op->contr->shoottype) { case range_none: new_draw_info (NDI_UNIQUE, 0, op, "No ranged attack chosen."); break; case range_golem: new_draw_info (NDI_UNIQUE, 0, op, "You regain control of your golem."); break; case range_bow: new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s and %s.", query_name (op->contr->ranges[range_bow]), op->contr->ranges[range_bow]->race ? &op->contr->ranges[range_bow]->race : "nothing"); break; case range_magic: new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to spells (%s).", &op->contr->ranges[range_magic]->name); break; case range_misc: new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to %s.", query_base_name (op->contr->ranges[range_misc], 0)); break; case range_skill: new_draw_info_format (NDI_UNIQUE, 0, op, "Switched to skill: %s", op->chosen_skill ? &op->chosen_skill->name : "none"); break; default: break; } } int command_rotateshoottype (object *op, char *params) { if (!params) change_spell (op, '+'); else change_spell (op, params[0]); return 0; }