File: resurrection.c

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/*
 * static char *rcsid_resurrection_c =
 *   "$Id: resurrection.c 4961 2006-09-21 05:14:18Z mwedel $";
 */

/*
    CrossFire, A Multiplayer game for X-windows

    Copyright (C) 2006 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 crossfire-devel@real-time.com
*/

/*  the contents of this file were create solely by peterm@soda.berkeley.edu
    all of the above disclaimers apply.  */

#include <global.h>
#ifndef __CEXTRACT__
#include <sproto.h>
#endif
#include <spells.h>
#include <errno.h>
#ifdef sequent
/* stoopid sequent includes don't do this like they should */
extern char * sys_errlist[];
extern int sys_nerr;
#endif
extern char **classname;
extern object *objects;

static int resurrection_fails(int levelcaster,int leveldead);


/*  name of the person to resurrect and which spell was used
 * to resurrect  
 */
static int resurrect_player(object *op,char *playername,object *spell)
{
    FILE *deadplayer,*liveplayer;

    char oldname[MAX_BUF];
    char newname[MAX_BUF];
    char path[MAX_BUF];
    char buf[MAX_BUF];
    char buf2[MAX_BUF];
    const char *race=NULL;
    sint64 exp;
    int Con;


    /* reincarnation, which changes the race */
    if (spell->race) {
	treasurelist *tl = find_treasurelist(spell->race);
	treasure *t;
	int value;
	if (!tl) {
	    LOG(llevError,"resurrect_player: race set to %s, but no treasurelist of that name!\n", spell->race);
	    return 0;
	}
	value = RANDOM() % tl->total_chance;
	for (t=tl->items; t; t=t->next) {
	    value -= t->chance;
	    if (value<0) break;
	}
	if (!t) {
	    LOG(llevError,"resurrect_player: got null treasure from treasurelist %s!\n", spell->race);
	    return 0;
	}
	race = t->item->name;
    }

    /*  set up our paths/strings...  */
    sprintf(path,"%s/%s/%s/%s",settings.localdir,settings.playerdir,playername,
	  playername);

    strcpy(newname,path);
    strcat(newname,".pl");

    strcpy(oldname,newname);
    strcat(oldname,".dead");

    if(! (deadplayer=fopen(oldname,"r"))) {
	new_draw_info_format(NDI_UNIQUE, 0, op,
	     "The soul of %s cannot be reached.",playername);
	return 0;
    }

    if(!access(newname,0)) {
	new_draw_info_format(NDI_UNIQUE, 0, op,
	     "The soul of %s has already been reborn!",playername);
	fclose(deadplayer);
	return 0;
    }

    if(! (liveplayer=fopen(newname,"w"))) {
	new_draw_info_format(NDI_UNIQUE, 0, op,
		"The soul of %s cannot be re-embodied at the moment.",playername);
	LOG(llevError,"Cannot write player in resurrect_player!\n");
	fclose(deadplayer);
	return 0;
    }

    while (!feof(deadplayer)) {
	fgets(buf,255,deadplayer);
	sscanf(buf,"%s",buf2);
	if( ! (strcmp(buf2,"exp"))) {
	    sscanf(buf,"%s %" FMT64, buf2, &exp);
	    if (spell->stats.exp) {
		exp-=exp/spell->stats.exp;
		sprintf(buf,"exp %" FMT64 "\n",exp);
	    }
	}
	if(! (strcmp(buf2,"Con"))) {
	    sscanf(buf,"%s %d",buf2,&Con);
	    Con -= spell->stats.Con;
	    if (Con < 1) Con = 1;
	    sprintf(buf,"Con %d\n",Con);
	}
	if(race && !strcmp(buf2,"race")) {
	    sprintf(buf,"race %s\n",race);
	}
	fputs(buf,liveplayer);
    }
    fclose(liveplayer);
    fclose(deadplayer);
    unlink(oldname);
    new_draw_info_format(NDI_UNIQUE, 0, op,
	"%s lives again!",playername);

    return 1;
}


/* raise_dead by peterm and mehlhaff@soda.berkeley.edu
 * op  --  who is doing the resurrecting
 * spell - spell object 
 * dir  --  direction the spell is cast
 * corpseobj - corpse to raise - can be null, in which case this function will find it
 */
int cast_raise_dead_spell(object *op, object *caster, object *spell, int dir, const char *arg)
{
    object *temp, *newob;
    char name_to_resurrect[MAX_BUF];
    int leveldead=25, mflags, clevel;
    sint16 sx, sy;
    mapstruct *m;

    clevel = caster_level(caster, spell);

    if (spell->last_heal) {
	if (!arg) {
	    new_draw_info_format(NDI_UNIQUE, 0,op,"Cast %s on who?", spell->name);
	    return 0;
	}
	strcpy(name_to_resurrect, arg);
	temp = NULL;
    } else {
	sx = op->x+freearr_x[dir];
	sy = op->y+freearr_y[dir];
	m = op->map;
	mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
	if (mflags & P_OUT_OF_MAP)
	    temp=NULL;
	else {
	    /*  First we need to find a corpse, if any.  */
	    /* If no object, temp will be set to NULL */
	    for(temp=get_map_ob(m, sx, sy); temp!=NULL; temp=temp->above)
		/* If it is corpse, this must be what we want to raise */
		if(temp->type == CORPSE)
		    break;
	}

	if(temp == NULL) {
	    new_draw_info(NDI_UNIQUE, 0,op, "You need a body for this spell.");
	    return 0;
	}
	strcpy(name_to_resurrect, temp->name );
    }

     /* no matter what, we fry the corpse.  */
    if( temp && temp->map){
	/* replace corpse object with a burning object */
	newob = arch_to_object(find_archetype("burnout"));
	if(newob != NULL){
	    newob->x = temp->x;
	    newob->y = temp->y;
	    insert_ob_in_map( newob, temp->map, op,0);
	}
	leveldead=temp->level;
	remove_ob(temp);
	free_object(temp);
    }

    if(resurrection_fails(clevel,leveldead)) {
	if (spell->randomitems) {
	    treasure *t;

	    for (t=spell->randomitems->items; t; t=t->next) {
		summon_hostile_monsters(op, t->nrof, t->item->name);
	    }

	}
	return 1;

    } else {
	    return resurrect_player(op,name_to_resurrect,spell);
    }

    return 1;
}


static int resurrection_fails(int levelcaster,int leveldead)
{
    int chance=9;
    /*  scheme:  equal in level, 50% success.
     * +5 % for each level below, -5% for each level above.
     * minimum 20%
     */
    chance+=levelcaster-leveldead;
    if(chance<4) chance=4;
    if(chance>rndm(0, 19)) return 0;  /* resurrection succeeds */
    return 1;
}

void dead_player(object *op)
{
    char filename[MAX_BUF];
    char newname[MAX_BUF];
    char path[MAX_BUF];

    /*  set up our paths/strings...  */
    sprintf(path,"%s/%s/%s/%s",settings.localdir,settings.playerdir,op->name,
	  op->name);

    strcpy(filename,path);
    strcat(filename,".pl");
    strcpy(newname,filename);
    strcat(newname,".dead");

    if(rename(filename,newname) != 0) {
	LOG(llevError, "Cannot rename dead player's file %s into %s: %s\n", filename, newname, strerror_local(errno));
    }
}



#if 0
/* dead_character & dead_player_exists are no longer used - should perhaps be
 * removed.  MSW 2006-06-02
 */

static void dead_character(const char *name) {
    char buf[MAX_BUF];
    char buf2[MAX_BUF];

    sprintf(buf,"%s/%s/%s/%s.pl",settings.localdir,settings.playerdir,name, name);
    /*  peterm:  create a .dead filename....  ***.pl.dead  */
    strcpy(buf2,buf);
    strcat(buf,".dead");
    if(rename(buf2,buf)== -1){
	LOG(llevError, "Cannot rename dead player's file %s into %s: %s\n", buf2, buf, strerror_local(errno));
    }
}


static int dead_player_exists(const char *name) {
    char buf[MAX_BUF];

    sprintf(buf,"%s/%s/%s/%s",settings.localdir,settings.playerdir,name, name);
    strcat(buf,".pl.dead");
    return !(access(buf,0));
}

#endif