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/*
* File: ouch.cc
* Summary: Functions used when Bad Things happen to the player.
* Written by: Linley Henzell
*
* Change History (most recent first):
*
* <8> 7/30/00 JDJ Fixed end_game so that it works with filenames longer than 6 characters.
* <7> 19 June 2000 GDL Changed handle to FILE *
* <6> 11/23/99 LRH Fixed file purging for DOS?
* <5> 9/29/99 BCR Fixed highscore so that it
* doesn't take so long. Also
* added some whitespace to the scores.
* Fixed problem with uniques and 'a'.
* <4> 6/13/99 BWR applied a mix of DML and my tmp
* file purging improvements.
* <3> 5/26/99 JDJ highscore() will print more scores on
* larger windows.
* <2> 5/21/99 BWR Added SCORE_FILE_ENTRIES, so
* that more top scores can be
* saved.
* <1> -/--/-- LRH Created
*/
#include "AppHdr.h"
#include "ouch.h"
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <ctype.h>
#include <time.h>
#ifdef DOS
#include <conio.h>
#include <file.h>
#endif
#ifdef LINUX
#include <sys/types.h>
#include <fcntl.h>
#include <unistd.h>
#endif
#ifdef USE_EMX
#include <sys/types.h>
#include <fcntl.h>
#include <unistd.h>
#endif
#ifdef OS9
#include <stat.h>
#else
#include <sys/stat.h>
#endif
#include "externs.h"
#include "chardump.h"
#include "delay.h"
#include "files.h"
#include "hiscores.h"
#include "invent.h"
#include "itemname.h"
#include "items.h"
#include "macro.h"
#include "mon-util.h"
#include "player.h"
#include "randart.h"
#include "religion.h"
#include "shopping.h"
#include "skills2.h"
#include "spells4.h"
#include "stuff.h"
#include "view.h"
void end_game( struct scorefile_entry &se );
void item_corrode( char itco );
/* NOTE: DOES NOT check for hellfire!!! */
int check_your_resists(int hurted, int flavour)
{
int resist;
#if DEBUG_DIAGNOSTICS
snprintf( info, INFO_SIZE, "checking resistance: flavour=%d", flavour );
mpr( info, MSGCH_DIAGNOSTICS );
#endif
if (flavour == BEAM_FIRE || flavour == BEAM_LAVA
|| flavour == BEAM_HELLFIRE || flavour == BEAM_EXPLOSION
|| flavour == BEAM_FRAG)
{
if (you.duration[DUR_CONDENSATION_SHIELD] > 0)
{
mpr( "Your icy shield dissipates!", MSGCH_DURATION );
you.duration[DUR_CONDENSATION_SHIELD] = 0;
you.redraw_armour_class = 1;
}
}
switch (flavour)
{
case BEAM_FIRE:
resist = player_res_fire();
if (resist > 0)
{
canned_msg(MSG_YOU_RESIST);
hurted /= (1 + (resist * resist));
}
else if (resist < 0)
{
mpr("It burns terribly!");
hurted *= 15;
hurted /= 10;
}
break;
case BEAM_COLD:
resist = player_res_cold();
if (resist > 0)
{
canned_msg(MSG_YOU_RESIST);
hurted /= (1 + (resist * resist));
}
else if (resist < 0)
{
mpr("You feel a terrible chill!");
hurted *= 15;
hurted /= 10;
}
break;
case BEAM_ELECTRICITY:
resist = player_res_electricity();
if (resist >= 3)
{
canned_msg(MSG_YOU_RESIST);
hurted = 0;
}
else if (resist > 0)
{
canned_msg(MSG_YOU_RESIST);
hurted /= 3;
}
break;
case BEAM_POISON:
resist = player_res_poison();
if (!resist)
poison_player( coinflip() ? 2 : 1 );
else
{
canned_msg(MSG_YOU_RESIST);
hurted /= 3;
}
break;
case BEAM_POISON_ARROW:
resist = player_res_poison();
if (!resist)
poison_player( 6 + random2(3), true );
else
{
mpr("You partially resist.");
hurted /= 2;
if (!you.is_undead)
poison_player( coinflip() ? 2 : 3, true );
}
break;
case BEAM_NEG:
resist = player_prot_life();
if (resist > 0)
{
hurted -= (resist * hurted) / 3;
}
drain_exp();
break;
case BEAM_ICE:
resist = player_res_cold();
if (resist > 0)
{
mpr("You partially resist.");
hurted /= 2;
}
else if (resist < 0)
{
mpr("You feel a painful chill!");
hurted *= 13;
hurted /= 10;
}
break;
case BEAM_LAVA:
resist = player_res_fire();
if (resist > 1)
{
mpr("You partially resist.");
hurted /= (1 + resist);
}
else if (resist < 0)
{
mpr("It burns terribly!");
hurted *= 15;
hurted /= 10;
}
break;
} /* end switch */
return (hurted);
} // end check_your_resists()
void splash_with_acid( char acid_strength )
{
/* affects equip only?
assume that a message has already been sent, also that damage has
already been done
*/
char splc = 0;
int dam = 0;
const bool wearing_cloak = (you.equip[EQ_CLOAK] == -1);
for (splc = EQ_CLOAK; splc <= EQ_BODY_ARMOUR; splc++)
{
if (you.equip[splc] == -1)
{
if (!wearing_cloak || coinflip())
dam += roll_dice( 1, acid_strength );
continue;
}
if (random2(20) <= acid_strength)
item_corrode( you.equip[splc] );
}
if (dam)
{
mpr( "The acid burns!" );
ouch( dam, 0, KILLED_BY_ACID );
}
} // end splash_with_acid()
void weapon_acid( char acid_strength )
{
char hand_thing = you.equip[EQ_WEAPON];
if (hand_thing == -1)
hand_thing = you.equip[EQ_GLOVES];
if (hand_thing == -1)
{
snprintf( info, INFO_SIZE, "Your %s burn!", your_hand(true) );
mpr( info );
ouch( roll_dice( 1, acid_strength ), 0, KILLED_BY_ACID );
}
else if (random2(20) <= acid_strength)
{
item_corrode( hand_thing );
}
} // end weapon_acid()
void item_corrode( char itco )
{
int chance_corr = 0; // no idea what its full range is {dlb}
bool it_resists = false; // code simplifier {dlb}
bool suppress_msg = false; // code simplifier {dlb}
int how_rusty = ((you.inv[itco].base_type == OBJ_WEAPONS)
? you.inv[itco].plus2 : you.inv[itco].plus);
// early return for "oRC and cloak/preservation {dlb}:
if (wearing_amulet(AMU_RESIST_CORROSION) && !one_chance_in(10))
{
#if DEBUG_DIAGNOSTICS
mpr( "Amulet protects.", MSGCH_DIAGNOSTICS );
#endif
return;
}
// early return for items already pretty d*** rusty {dlb}:
if (how_rusty < -5)
return;
// determine possibility of resistance by object type {dlb}:
switch (you.inv[itco].base_type)
{
case OBJ_ARMOUR:
if (is_random_artefact( you.inv[itco] ))
{
it_resists = true;
suppress_msg = true;
}
else if ((you.inv[itco].sub_type == ARM_CRYSTAL_PLATE_MAIL
|| cmp_equip_race( you.inv[itco], ISFLAG_DWARVEN ))
&& !one_chance_in(5))
{
it_resists = true;
suppress_msg = false;
}
break;
case OBJ_WEAPONS:
if (is_fixed_artefact(you.inv[itco])
|| is_random_artefact(you.inv[itco]))
{
it_resists = true;
suppress_msg = true;
}
else if (cmp_equip_race( you.inv[itco], ISFLAG_DWARVEN )
&& !one_chance_in(5))
{
it_resists = true;
suppress_msg = false;
}
break;
case OBJ_MISSILES:
if (cmp_equip_race( you.inv[itco], ISFLAG_DWARVEN ) && !one_chance_in(5))
{
it_resists = true;
suppress_msg = false;
}
break;
}
// determine chance of corrosion {dlb}:
if (!it_resists)
{
chance_corr = abs( how_rusty );
// ---------------------------- but it needs to stay this way
// (as it *was* this way)
// the embedded equation may look funny, but it actually works well
// to generate a pretty probability ramp {6%, 18%, 34%, 58%, 98%}
// for values [0,4] which closely matches the original, ugly switch
// {dlb}
if (chance_corr >= 0 && chance_corr <= 4)
{
it_resists = (random2(100) <
2 + (2 << (1 + chance_corr)) + (chance_corr * 8));
}
else
it_resists = true; // no idea how often this occurs {dlb}
// if the checks get this far, you should hear about it {dlb}
suppress_msg = false;
}
// handle message output and item damage {dlb}:
if (!suppress_msg)
{
char str_pass[ ITEMNAME_SIZE ];
in_name(itco, DESC_CAP_YOUR, str_pass);
strcpy(info, str_pass);
strcat(info, (it_resists) ? " resists." : " is eaten away!");
mpr(info);
}
if (!it_resists)
{
how_rusty--;
if (you.inv[itco].base_type == OBJ_WEAPONS)
you.inv[itco].plus2 = how_rusty;
else
you.inv[itco].plus = how_rusty;
you.redraw_armour_class = 1; // for armour, rings, etc. {dlb}
if (you.equip[EQ_WEAPON] == itco)
you.wield_change = true;
}
return;
} // end item_corrode()
void scrolls_burn(char burn_strength, char target_class)
{
unsigned char burnc;
unsigned char burn2;
unsigned char burn_no = 0;
if (wearing_amulet(AMU_CONSERVATION) && !one_chance_in(10))
{
#if DEBUG_DIAGNOSTICS
mpr( "Amulet conserves.", MSGCH_DIAGNOSTICS );
#endif
return;
}
for (burnc = 0; burnc < ENDOFPACK; burnc++)
{
if (!you.inv[burnc].quantity)
continue;
if (you.inv[burnc].base_type != target_class)
continue;
for (burn2 = 0; burn2 < you.inv[burnc].quantity; burn2++)
{
if (random2(70) < burn_strength)
{
burn_no++;
if (burnc == you.equip[EQ_WEAPON])
you.wield_change = true;
if (dec_inv_item_quantity( burnc, 1 ))
break;
}
}
}
if (burn_no == 1)
{
if (target_class == OBJ_SCROLLS)
mpr("A scroll you are carrying catches fire!");
else if (target_class == OBJ_POTIONS)
mpr("A potion you are carrying freezes and shatters!");
else if (target_class == OBJ_FOOD)
mpr("Some of your food is covered with spores!");
}
else if (burn_no > 1)
{
if (target_class == OBJ_SCROLLS)
mpr("Some of the scrolls you are carrying catch fire!");
else if (target_class == OBJ_POTIONS)
mpr("Some of the potions you are carrying freeze and shatter!");
else if (target_class == OBJ_FOOD)
mpr("Some of your food is covered with spores!");
}
/* burn_no could be 0 */
}
// end scrolls_burn()
void lose_level(void)
{
// because you.experience is unsigned long, if it's going to be -ve
// must die straightaway.
if (you.experience_level == 1)
ouch( -9999, 0, KILLED_BY_DRAINING );
you.experience = exp_needed( you.experience_level + 1 ) - 1;
you.experience_level--;
snprintf( info, INFO_SIZE, "You are now a level %d %s!",
you.experience_level, you.class_name );
mpr( info, MSGCH_WARN );
// Constant value to avoid grape jelly trick... see level_change() for
// where these HPs and MPs are given back. -- bwr
ouch( 4, 0, KILLED_BY_DRAINING );
dec_max_hp(4);
dec_mp(1);
dec_max_mp(1);
calc_hp();
calc_mp();
you.redraw_experience = 1;
} // end lose_level()
void drain_exp(void)
{
int protection = player_prot_life();
if (you.duration[DUR_PRAYER]
&& (you.religion == GOD_ZIN || you.religion == GOD_SHINING_ONE)
&& random2(150) < you.piety)
{
simple_god_message(" protects your life force!");
return;
}
if (protection >= 3 || you.is_undead)
{
mpr("You fully resist.");
return;
}
if (you.experience == 0)
ouch(-9999, 0, KILLED_BY_DRAINING);
if (you.experience_level == 1)
{
you.experience = 0;
return;
}
unsigned long total_exp = exp_needed( you.experience_level + 2 )
- exp_needed( you.experience_level + 1 );
unsigned long exp_drained = total_exp * (10 + random2(11));
exp_drained /= 100;
if (protection > 0)
{
mpr("You partially resist.");
exp_drained -= (protection * exp_drained) / 3;
}
if (exp_drained > 0)
{
mpr("You feel drained.");
you.experience -= exp_drained;
you.exp_available -= exp_drained;
if (you.exp_available < 0)
you.exp_available = 0;
#if DEBUG_DIAGNOSTICS
snprintf( info, INFO_SIZE, "You lose %ld experience points.",
exp_drained );
mpr( info, MSGCH_DIAGNOSTICS );
#endif
you.redraw_experience = 1;
if (you.experience < exp_needed(you.experience_level + 1))
lose_level();
}
} // end drain_exp()
// death_source should be set to zero for non-monsters {dlb}
void ouch( int dam, int death_source, char death_type, const char *aux )
{
int d = 0;
int e = 0;
if (you.deaths_door && death_type != KILLED_BY_LAVA
&& death_type != KILLED_BY_WATER)
{
return;
}
// assumed bug for high damage amounts
if (dam > 300)
{
snprintf( info, INFO_SIZE,
"Potential bug: Unexpectedly high damage = %d", dam );
mpr( info, MSGCH_DANGER );
return;
}
if (you_are_delayed())
{
stop_delay();
}
if (dam > -9000) // that is, a "death" caused by hp loss {dlb}
{
switch (you.religion)
{
case GOD_XOM:
if (random2(you.hp_max) > you.hp && dam > random2(you.hp)
&& one_chance_in(5))
{
simple_god_message( " protects you from harm!" );
return;
}
break;
case GOD_ZIN:
case GOD_SHINING_ONE:
case GOD_ELYVILON:
case GOD_OKAWARU:
case GOD_YREDELEMNUL:
if (dam >= you.hp && you.duration[DUR_PRAYER]
&& random2(you.piety) >= 30)
{
simple_god_message( " protects you from harm!" );
return;
}
break;
}
// Damage applied here:
dec_hp( dam, true );
// Even if we have low HP messages off, we'll still give a
// big hit warning (in this case, a hit for half our HPs) -- bwr
if (dam > 0 && you.hp_max <= dam * 2)
mpr( "Ouch! That really hurt!", MSGCH_DANGER );
if (you.hp > 0 && Options.hp_warning
&& you.hp <= (you.hp_max * Options.hp_warning) / 100)
{
mpr( "* * * LOW HITPOINT WARNING * * *", MSGCH_DANGER );
}
if (you.hp > 0)
return;
}
#ifdef WIZARD
if (death_type != KILLED_BY_QUITTING
&& death_type != KILLED_BY_WINNING
&& death_type != KILLED_BY_LEAVING)
{
if (you.wizard)
{
#ifdef USE_OPTIONAL_WIZARD_DEATH
#if DEBUG_DIAGNOSTICS
snprintf( info, INFO_SIZE, "Damage: %d; Hit points: %d", dam, you.hp );
mpr( info, MSGCH_DIAGNOSTICS );
#endif // DEBUG_DIAGNOSTICS
if (!yesno("Die?", false))
{
set_hp(you.hp_max, false);
return;
}
#else // !def USE_OPTIONAL_WIZARD_DEATH
mpr("Since you're a debugger, I'll let you live.");
mpr("Be more careful next time, okay?");
set_hp(you.hp_max, false);
return;
#endif // USE_OPTIONAL_WIZARD_DEATH
}
}
#endif // WIZARD
//okay, so you're dead:
// do points first.
long points = you.gold;
points += (you.experience * 7) / 10;
//if (death_type == KILLED_BY_WINNING) points += points / 2;
//if (death_type == KILLED_BY_LEAVING) points += points / 10;
// these now handled by giving player the value of their inventory
char temp_id[4][50];
for (d = 0; d < 4; d++)
{
for (e = 0; e < 50; e++)
temp_id[d][e] = 1;
}
// CONSTRUCT SCOREFILE ENTRY
struct scorefile_entry se;
// Score file entry version:
//
// 4.0 - original versioned entry
// 4.1 - added real_time and num_turn fields
// 4.2 - stats and god info
se.version = 4;
se.release = 2;
strncpy( se.name, you.your_name, kNameLen );
se.name[ kNameLen - 1 ] = '\0';
#ifdef MULTIUSER
se.uid = (int) getuid();
#else
se.uid = 0;
#endif
FixedVector< int, NUM_RUNE_TYPES > rune_array;
se.num_runes = 0;
se.num_diff_runes = 0;
for (int i = 0; i < NUM_RUNE_TYPES; i++)
rune_array[i] = 0;
// Calculate value of pack and runes when character leaves dungeon
if (death_type == KILLED_BY_LEAVING || death_type == KILLED_BY_WINNING)
{
for (d = 0; d < ENDOFPACK; d++)
{
if (is_valid_item( you.inv[d] ))
{
points += item_value( you.inv[d], temp_id, true );
if (you.inv[d].base_type == OBJ_MISCELLANY
&& you.inv[d].sub_type == MISC_RUNE_OF_ZOT)
{
if (rune_array[ you.inv[d].plus ] == 0)
se.num_diff_runes++;
se.num_runes += you.inv[d].quantity;
rune_array[ you.inv[d].plus ] += you.inv[d].quantity;
}
}
}
// Bonus for exploring different areas, not for collecting a
// huge stack of demonic runes in Pandemonium (gold value
// is enough for those). -- bwr
if (se.num_diff_runes >= 3)
points += ((se.num_diff_runes + 2) * (se.num_diff_runes + 2) * 1000);
}
// Players will have a hard time getting 1/10 of this (see XP cap):
if (points > 99999999)
points = 99999999;
se.points = points;
se.race = you.species;
se.cls = you.char_class;
// strcpy(se.race_class_name, "");
se.race_class_name[0] = '\0';
se.lvl = you.experience_level;
se.best_skill = best_skill( SK_FIGHTING, NUM_SKILLS - 1, 99 );
se.best_skill_lvl = you.skills[ se.best_skill ];
se.death_type = death_type;
// for death by monster
// Set the default aux data value...
// If aux is passed in (ie for a trap), we'll default to that.
if (aux == NULL)
se.auxkilldata[0] = '\0';
else
{
strncpy( se.auxkilldata, aux, ITEMNAME_SIZE );
se.auxkilldata[ ITEMNAME_SIZE - 1 ] = '\0';
}
if ((death_type == KILLED_BY_MONSTER || death_type == KILLED_BY_BEAM)
&& death_source >= 0 && death_source < MAX_MONSTERS)
{
struct monsters *monster = &menv[death_source];
if (monster->type > 0 || monster->type <= NUM_MONSTERS)
{
se.death_source = monster->type;
se.mon_num = monster->number;
// Previously the weapon was only used for dancing weapons,
// but now we pass it in as a string through the scorefile
// entry to be appended in hiscores_format_single in long or
// medium scorefile formats.
// It still isn't used in monam for anything but flying weapons
// though
if (death_type == KILLED_BY_MONSTER
&& monster->inv[MSLOT_WEAPON] != NON_ITEM)
{
#if HISCORE_WEAPON_DETAIL
set_ident_flags( mitm[monster->inv[MSLOT_WEAPON]],
ISFLAG_IDENT_MASK );
#else
// changing this to ignore the pluses to keep it short
unset_ident_flags( mitm[monster->inv[MSLOT_WEAPON]],
ISFLAG_IDENT_MASK );
set_ident_flags( mitm[monster->inv[MSLOT_WEAPON]],
ISFLAG_KNOW_TYPE );
// clear "runed" description text to make shorter yet
set_equip_desc( mitm[monster->inv[MSLOT_WEAPON]], 0 );
#endif
// Setting this is redundant for dancing weapons, however
// we do care about the above indentification. -- bwr
if (monster->type != MONS_DANCING_WEAPON)
{
it_name( monster->inv[MSLOT_WEAPON], DESC_NOCAP_A, info );
strncpy( se.auxkilldata, info, ITEMNAME_SIZE );
se.auxkilldata[ ITEMNAME_SIZE - 1 ] = '\0';
}
}
strcpy( info,
monam( monster->number, monster->type, true, DESC_NOCAP_A,
monster->inv[MSLOT_WEAPON] ) );
strncpy( se.death_source_name, info, 40 );
se.death_source_name[39] = '\0';
}
}
else
{
se.death_source = death_source;
se.mon_num = 0;
se.death_source_name[0] = '\0';
}
se.damage = dam;
se.final_hp = you.hp;
se.final_max_hp = you.hp_max;
se.final_max_max_hp = you.hp_max + player_rotted();
se.str = you.strength;
se.intel = you.intel;
se.dex = you.dex;
se.god = you.religion;
if (you.religion != GOD_NO_GOD)
{
se.piety = you.piety;
se.penance = you.penance[you.religion];
}
// main dungeon: level is simply level
se.dlvl = you.your_level + 1;
switch (you.where_are_you)
{
case BRANCH_ORCISH_MINES:
case BRANCH_HIVE:
case BRANCH_LAIR:
case BRANCH_SLIME_PITS:
case BRANCH_VAULTS:
case BRANCH_CRYPT:
case BRANCH_HALL_OF_BLADES:
case BRANCH_HALL_OF_ZOT:
case BRANCH_ECUMENICAL_TEMPLE:
case BRANCH_SNAKE_PIT:
case BRANCH_ELVEN_HALLS:
case BRANCH_TOMB:
case BRANCH_SWAMP:
se.dlvl = you.your_level - you.branch_stairs[you.where_are_you - 10];
break;
case BRANCH_DIS:
case BRANCH_GEHENNA:
case BRANCH_VESTIBULE_OF_HELL:
case BRANCH_COCYTUS:
case BRANCH_TARTARUS:
case BRANCH_INFERNO:
case BRANCH_THE_PIT:
se.dlvl = you.your_level - 26;
break;
}
se.branch = you.where_are_you; // no adjustments necessary.
se.level_type = you.level_type; // pandemonium, labyrinth, dungeon..
se.birth_time = you.birth_time; // start time of game
se.death_time = time( NULL ); // end time of game
if (you.real_time != -1)
se.real_time = you.real_time + (se.death_time - you.start_time);
else
se.real_time = -1;
se.num_turns = you.num_turns;
#ifdef WIZARD
se.wiz_mode = (you.wizard ? 1 : 0);
#else
se.wiz_mode = 0;
#endif
#ifdef SCORE_WIZARD_CHARACTERS
// add this highscore to the score file.
hiscores_new_entry(se);
#else
// only add non-wizards to the score file.
// never generate bones files of wizard characters -- bwr
if (!you.wizard)
{
hiscores_new_entry(se);
if (death_type != KILLED_BY_LEAVING && death_type != KILLED_BY_WINNING)
save_ghost();
}
#endif
end_game(se);
}
void end_game( struct scorefile_entry &se )
{
int i;
char del_file[300]; // massive overkill!
bool dead = true;
if (se.death_type == KILLED_BY_LEAVING ||
se.death_type == KILLED_BY_WINNING)
{
dead = false;
}
// clean all levels that we think we have ever visited
for (int level = 0; level < MAX_LEVELS; level++)
{
for (int dungeon = 0; dungeon < MAX_BRANCHES; dungeon++)
{
if (tmp_file_pairs[level][dungeon])
{
make_filename( info, you.your_name, level, dungeon,
false, false );
unlink(info);
}
}
}
// temp level, if any
make_filename( info, you.your_name, 0, 0, true, false );
unlink(info);
// create base file name
#ifdef SAVE_DIR_PATH
snprintf( info, INFO_SIZE, SAVE_DIR_PATH "%s%d", you.your_name, (int) getuid());
#else
strncpy(info, you.your_name, kFileNameLen);
info[kFileNameLen] = '\0';
#endif
// this is to catch the game package if it still exists.
#ifdef PACKAGE_SUFFIX
strcpy(del_file, info);
strcat(del_file, "." PACKAGE_SUFFIX);
unlink(del_file);
#endif
// last, but not least, delete player .sav file
strcpy(del_file, info);
strcat(del_file, ".sav");
unlink(del_file);
// death message
if (dead)
{
mpr("You die..."); // insert player name here? {dlb}
viewwindow(1, false); // don't do this for leaving/winning characters
}
more();
for (i = 0; i < ENDOFPACK; i++)
set_ident_flags( you.inv[i], ISFLAG_IDENT_MASK );
for (i = 0; i < ENDOFPACK; i++)
{
if (you.inv[i].base_type != 0)
{
set_ident_type( you.inv[i].base_type,
you.inv[i].sub_type, ID_KNOWN_TYPE );
}
}
invent( -1, !dead );
clrscr();
if (!dump_char( "morgue.txt", !dead ))
mpr("Char dump unsuccessful! Sorry about that.");
#if DEBUG_DIAGNOSTICS
//jmf: switched logic and moved "success" message to debug-only
else
mpr("Char dump successful! (morgue.txt).");
#endif // DEBUG
more();
clrscr();
#ifdef DOS_TERM
window(1, 1, 80, 25);
#endif
clrscr();
cprintf( "Goodbye, " );
cprintf( you.your_name );
cprintf( "." );
cprintf( EOL EOL " " ); // Space padding where # would go in list format
char scorebuff[ HIGHSCORE_SIZE ];
const int lines = hiscores_format_single_long( scorebuff, se, true );
// truncate
scorebuff[ HIGHSCORE_SIZE - 1 ] = '\0';
cprintf( scorebuff );
cprintf( EOL "Best Crawlers -" EOL );
// "- 5" gives us an extra line in case the description wraps on a line.
hiscores_print_list( get_number_of_lines() - lines - 5 );
// just to pause, actual value returned does not matter {dlb}
get_ch();
end(0);
}
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