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Revision: 1.42
Committed: Fri Mar 26 00:59:22 2010 UTC (14 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.41: +2 -2 lines
Log Message:
remove bogus 2007 copyright that was added wrongly by the script, update to affero license

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 /* This file deals with range related commands (casting, shooting,
26 * throwing, etc.
27 */
28
29 #include <global.h>
30 #include <sproto.h>
31 #include <spells.h>
32 #include <skills.h>
33 #include <commands.h>
34
35 /* Shows all spells that op knows. If params is supplied, the must match
36 * that. Given there is more than one skill, we can't supply break
37 * them down to cleric/wizardry.
38 */
39 static void
40 show_matching_spells (object *op, char *params)
41 {
42 object *spell;
43 char spell_sort[NROFREALSPELLS][MAX_BUF], tmp[MAX_BUF], *cp;
44 int num_found = 0, i;
45
46 /* We go and see what spells the player has. We put them
47 * into the spell_sort array so that we can sort them -
48 * we prefix the skill in the name so that the sorting
49 * works better.
50 */
51 for (spell = op->inv; spell; spell = spell->below)
52 {
53 /* If it is a spell, and no params are passed, or they
54 * match the name, process this spell.
55 */
56 if (spell->type == SPELL && (!params || !strncmp (params, spell->name, strlen (params))))
57 {
58 if (spell->path_attuned & op->path_denied)
59 {
60 sprintf (spell_sort[num_found++], "%s:%-22s %3s %3s", spell->skill ? &spell->skill : "generic", &spell->name, "den", "den");
61 }
62 else
63 {
64 sprintf (spell_sort[num_found++],
65 "%s:%-22s %3d %3d", spell->skill ? &spell->skill : "generic",
66 &spell->name, spell->level, SP_level_spellpoint_cost (op, spell, SPELL_HIGHEST));
67 }
68 }
69 }
70
71 if (!num_found)
72 {
73 /* If a matching string was passed along, now try it without that
74 * string. It is odd to do something like 'cast trans',
75 * and it say you have no spells, when really, you do, but just
76 * nothing that matches.
77 */
78 if (params)
79 show_matching_spells (op, NULL);
80 else
81 new_draw_info (NDI_UNIQUE, 0, op, "You know no spells");
82 }
83 else
84 {
85 /* Note in the code below that we make some
86 * presumptions that there will be a colon in the
87 * string. given the code above, this is always
88 * the case.
89 */
90 qsort (spell_sort, num_found, MAX_BUF, (int (*)(const void *, const void *)) std::strcmp);
91 strcpy (tmp, "asdfg"); /* Dummy string so initial compare fails */
92 for (i = 0; i < num_found; i++)
93 {
94 /* Different skill name, so print banner */
95 if (strncmp (tmp, spell_sort[i], strlen (tmp)))
96 {
97 strcpy (tmp, spell_sort[i]);
98 cp = strchr (tmp, ':');
99 *cp = '\0';
100 new_draw_info (NDI_UNIQUE, 0, op, "");
101 new_draw_info_format (NDI_UNIQUE, 0, op, "%s spells %.*s [lvl] [sp]", tmp, 12 - strlen (tmp), " ");
102 }
103 new_draw_info (NDI_UNIQUE, 0, op, strchr (spell_sort[i], ':') + 1);
104 }
105 }
106 }
107
108 /* sets up to cast a spell. op is the caster, params is the spell name,
109 * and command is the first letter of the spell type (c=cast, i=invoke,
110 * p=prepare). Invoke casts a spell immediately, where as cast (and I believe
111 * prepare) just set up the range type.
112 */
113 static int
114 command_cast_spell (object *op, char *params, char command)
115 {
116 int castnow = 0;
117 char *cp;
118 object *spob;
119
120 if (command == 'i')
121 castnow = 1;
122
123 /* Remove control of the golem */
124 if (object *golem = op->contr->golem)
125 golem->drop_and_destroy ();
126
127 if (params)
128 {
129 int spellnumber = 0;
130
131 if ((spellnumber = atoi (params)))
132 for (spob = op->inv; spob && spob->count != spellnumber; spob = spob->below)
133 /* nop */;
134 else
135 spob = lookup_spell_by_name (op, params);
136
137 if (spob && spob->type == SPELL)
138 {
139 /* Now grab any extra data, if there is any. Forward pass
140 * any 'of' delimiter
141 */
142 if (spellnumber)
143 {
144 /* if we passed a number, the options start at the second word */
145 cp = strchr (params, ' ');
146 if (cp)
147 {
148 cp++;
149 if (!strncmp (cp, "of ", 3))
150 cp += 3;
151 }
152 }
153 else if (strlen (params) > strlen (spob->name))
154 {
155 cp = params + strlen (spob->name);
156 *cp = 0;
157 cp++;
158 if (!strncmp (cp, "of ", 3))
159 cp += 3;
160 }
161 else
162 cp = NULL;
163
164 if (!spob->skill)
165 {
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 ());
168 return 1;
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);
180
181 if (castnow)
182 cast_spell (op, op, op->facing, spob, cp);
183 else
184 {
185 if (op->contr->ranged_ob)
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
197 assign (op->contr->spellparam, cp ? cp : "");
198 op->statusmsg (format ("You ready the spell %s", &spob->name));
199 }
200 }
201
202 return 0;
203 } /* else fall through to below and print spells */
204 } /* params supplied */
205
206 /* We get here if cast was given without options or we could not find
207 * the requested spell. List all the spells the player knows.
208 */
209 new_draw_info (NDI_UNIQUE, 0, op, "Cast what spell? Choose one of:");
210 show_matching_spells (op, params);
211
212 return 1;
213 }
214
215 int
216 command_invoke (object *op, char *params)
217 {
218 return command_cast_spell (op, params, 'i');
219 }
220
221 int
222 command_cast (object *op, char *params)
223 {
224 return command_cast_spell (op, params, 'c');
225 }
226
227 int
228 command_prepare (object *op, char *params)
229 {
230 return command_cast_spell (op, params, 'p');
231 }
232
233 /**************************************************************************/
234
235 static void
236 change_spell (object *op, char k)
237 {
238 if (op->contr->combat_ob == op->current_weapon)
239 {
240 if (op->contr->ranged_ob)
241 op->change_weapon (op->contr->ranged_ob);
242 }
243 else if (op->contr->ranged_ob == op->current_weapon)
244 {
245 if (op->contr->combat_ob)
246 op->change_weapon (op->contr->combat_ob);
247 }
248
249 //TODO: maybe switch to golem, if any?
250 }
251
252 int
253 command_rotateshoottype (object *op, char *params)
254 {
255 if (!params)
256 change_spell (op, '+');
257 else
258 change_spell (op, params[0]);
259
260 return 0;
261 }