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/cvs/deliantra/server/server/c_range.c
Revision: 1.2
Committed: Sun Aug 13 17:16:04 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.1: +1 -1 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# Content
1 /*
2 * static char *rcsid_c_range_c =
3 * "$Id$";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 /* This file deals with range related commands (casting, shooting,
30 * throwing, etc.
31 */
32
33 #include <global.h>
34 #ifndef __CEXTRACT__
35 #include <sproto.h>
36 #endif
37 #include <spells.h>
38 #include <skills.h>
39 #include <newclient.h>
40 #include <commands.h>
41
42
43 int command_invoke(object *op, char *params)
44 {
45 return command_cast_spell(op, params, 'i');
46 }
47
48 int command_cast(object *op, char *params)
49 {
50 return command_cast_spell(op, params, 'c');
51 }
52
53 int command_prepare(object *op, char *params)
54 {
55 return command_cast_spell(op, params, 'p');
56 }
57
58 /* Shows all spells that op knows. If params is supplied, the must match
59 * that. Given there is more than one skill, we can't supply break
60 * them down to cleric/wizardry.
61 */
62 static void show_matching_spells(object *op, char *params)
63 {
64 object *spell;
65 char spell_sort[NROFREALSPELLS][MAX_BUF], tmp[MAX_BUF], *cp;
66 int num_found=0, i;
67
68 /* We go and see what spells the player has. We put them
69 * into the spell_sort array so that we can sort them -
70 * we prefix the skill in the name so that the sorting
71 * works better.
72 */
73 for (spell=op->inv; spell!=NULL; spell=spell->below) {
74 /* If it is a spell, and no params are passed, or they
75 * match the name, process this spell.
76 */
77 if (spell->type == SPELL &&
78 (!params || !strncmp(params, spell->name, strlen(params)))) {
79 if (spell->path_attuned & op->path_denied) {
80 sprintf(spell_sort[num_found++],
81 "%s:%-22s %3s %3s", spell->skill?spell->skill:"generic",
82 spell->name, "den", "den");
83 } else {
84 sprintf(spell_sort[num_found++],
85 "%s:%-22s %3d %3d", spell->skill?spell->skill:"generic",
86 spell->name, spell->level,
87 SP_level_spellpoint_cost(op,spell, SPELL_HIGHEST));
88 }
89 }
90 }
91 if (!num_found) {
92 /* If a matching string was passed along, now try it without that
93 * string. It is odd to do something like 'cast trans',
94 * and it say you have no spells, when really, you do, but just
95 * nothing that matches.
96 */
97 if (params)
98 show_matching_spells(op, NULL);
99 else
100 new_draw_info(NDI_UNIQUE, 0, op, "You know no spells");
101 } else {
102 /* Note in the code below that we make some
103 * presumptions that there will be a colon in the
104 * string. given the code above, this is always
105 * the case.
106 */
107 qsort(spell_sort, num_found, MAX_BUF, (int (*)(const void*, const void*))strcmp);
108 strcpy(tmp,"asdfg"); /* Dummy string so initial compare fails */
109 for (i=0; i<num_found; i++) {
110 /* Different skill name, so print banner */
111 if (strncmp(tmp, spell_sort[i], strlen(tmp))) {
112 strcpy(tmp, spell_sort[i]);
113 cp = strchr(tmp, ':');
114 *cp = '\0';
115 new_draw_info(NDI_UNIQUE, 0, op, "");
116 new_draw_info_format(NDI_UNIQUE, 0,op,"%s spells %.*s [lvl] [sp]",
117 tmp, 12-strlen(tmp), " ");
118 }
119 new_draw_info(NDI_UNIQUE, 0, op, strchr(spell_sort[i], ':') + 1);
120 }
121 }
122 }
123
124
125
126 /* sets up to cast a spell. op is the caster, params is the spell name,
127 * and command is the first letter of the spell type (c=cast, i=invoke,
128 * p=prepare). Invoke casts a spell immediately, where as cast (and I believe
129 * prepare) just set up the range type.
130 */
131
132 int command_cast_spell (object *op, char *params, char command)
133 {
134 int castnow=0;
135 char *cp;
136 object *spob;
137
138 if (command=='i') castnow = 1;
139
140 /* Remove control of the golem */
141 if(op->contr->ranges[range_golem]!=NULL) {
142 if (op->contr->golem_count == op->contr->ranges[range_golem]->count) {
143 remove_friendly_object(op->contr->ranges[range_golem]);
144 remove_ob(op->contr->ranges[range_golem]);
145 free_object(op->contr->ranges[range_golem]);
146 }
147 op->contr->ranges[range_golem]=NULL;
148 op->contr->golem_count = 0;
149 }
150
151 if(params!=NULL) {
152 int spellnumber = 0;
153 if (spellnumber = atoi(params))
154 for (spob = op->inv; spob && spob->count != spellnumber; spob=spob->below);
155 else spob = lookup_spell_by_name(op, params);
156
157 if (spob && spob->type == SPELL) {
158 /* Now grab any extra data, if there is any. Forward pass
159 * any 'of' delimiter
160 */
161 if (spellnumber) {
162 /* if we passed a number, the options start at the second word */
163 cp = strchr(params, ' ');
164 if (cp) {
165 cp++;
166 if (!strncmp(cp, "of ", 3)) cp+=3;
167 }
168 }
169 else if (strlen(params) > strlen(spob->name)) {
170 cp = params + strlen(spob->name);
171 *cp = 0;
172 cp++;
173 if (!strncmp(cp, "of ", 3)) cp+=3;
174 } else
175 cp = NULL;
176
177 if (spob->skill && !find_skill_by_name(op, spob->skill)) {
178 new_draw_info_format(NDI_UNIQUE, 0, op,
179 "You need the skill %s to cast %s!",
180 spob->skill, spob->name);
181 return 1;
182 }
183
184 if (castnow) {
185 cast_spell(op,op,op->facing,spob,cp);
186 } else {
187 op->contr->ranges[range_magic] = spob;
188 op->contr->shoottype = range_magic;
189 if(cp != NULL) {
190 strncpy(op->contr->spellparam, cp, MAX_BUF);
191 op->contr->spellparam[MAX_BUF-1] = '\0';
192 } else {
193 op->contr->spellparam[0] = '\0';
194 }
195 new_draw_info_format(NDI_UNIQUE, 0, op,
196 "You ready the spell %s", spob->name);
197 }
198 return 0;
199 } /* else fall through to below and print spells */
200 } /* params supplied */
201
202 /* We get here if cast was given without options or we could not find
203 * the requested spell. List all the spells the player knows.
204 */
205 new_draw_info(NDI_UNIQUE, 0,op,"Cast what spell? Choose one of:");
206 show_matching_spells(op, params);
207 return 1;
208 }
209
210 /**************************************************************************/
211
212 /* Returns TRUE if the range specified (int r) is legal - that is,
213 * the character has an item that is equipped for that range type.
214 * return 0 if there is no item of that range type that is usable.
215 * This function could probably be simplified, eg, everything
216 * should index into the ranges[] array.
217 */
218
219 int legal_range(object *op,int r) {
220
221 switch(r) {
222 case range_none: /* "Nothing" is always legal */
223 return 1;
224 case range_bow:
225 case range_misc:
226 case range_magic: /* cast spells */
227 if (op->contr->ranges[r]) return 1;
228 else return 0;
229
230 case range_golem: /* Use scrolls */
231 if (op->contr->ranges[range_golem] &&
232 op->contr->ranges[range_golem]->count == op->contr->golem_count)
233 return 1;
234 else
235 return 0;
236
237 case range_skill:
238 if (op->chosen_skill)
239 return 1;
240 else
241 return 0;
242 }
243 /* No match above, must not be valid */
244 return 0;
245 }
246
247 void change_spell(object *op,char k) {
248
249 do {
250 op->contr->shoottype += ((k == '+') ? 1 : -1);
251 if(op->contr->shoottype >= range_size)
252 op->contr->shoottype = range_none;
253 else if (op->contr->shoottype <= range_bottom)
254 op->contr->shoottype = (rangetype)(range_size-1);
255 } while (!legal_range(op,op->contr->shoottype));
256
257 /* Legal range has already checked that we have an appropriate item
258 * that uses the slot, so we don't need to be too careful about
259 * checking the status of the object.
260 */
261 switch(op->contr->shoottype) {
262 case range_none:
263 new_draw_info(NDI_UNIQUE, 0,op, "No ranged attack chosen.");
264 break;
265
266 case range_golem:
267 new_draw_info(NDI_UNIQUE, 0,op, "You regain control of your golem.");
268 break;
269
270 case range_bow:
271 new_draw_info_format(NDI_UNIQUE, 0,op, "Switched to %s and %s.", query_name(op->contr->ranges[range_bow]),
272 op->contr->ranges[range_bow]->race ? op->contr->ranges[range_bow]->race : "nothing");
273 break;
274
275 case range_magic:
276 new_draw_info_format(NDI_UNIQUE, 0,op,"Switched to spells (%s).",
277 op->contr->ranges[range_magic]->name);
278 break;
279
280 case range_misc:
281 new_draw_info_format(NDI_UNIQUE, 0,op, "Switched to %s.", query_base_name(op->contr->ranges[range_misc], 0));
282 break;
283
284 case range_skill:
285 new_draw_info_format(NDI_UNIQUE, 0,op, "Switched to skill: %s", op->chosen_skill ?
286 op->chosen_skill->name : "none");
287 break;
288
289 default:
290 break;
291 }
292 }
293
294
295 int command_rotateshoottype (object *op, char *params)
296 {
297 if (!params)
298 change_spell(op,'+');
299 else
300 change_spell(op, params[0]);
301 return 0;
302 }
303