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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
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