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#! perl |
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# handle the nimbus map and other stuff |
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my @STATS = qw( |
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Str Dex Con Wis Cha Int Pow |
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wc ac hp maxhp sp maxsp grace maxgrace |
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exp food dam luck |
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1.1 |
); |
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sub stats_get($) { |
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my ($stats, $save) = @_; |
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for my $stat (@STATS) { |
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$save->{$stat} = $stats->$stat; |
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} |
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$save |
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} |
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sub stats_set($$) { |
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my ($stats, $save) = @_; |
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for my $stat (@STATS) { |
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$stats->$stat ($save->{$stat}); |
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} |
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$stats->hp ($stats->maxhp); |
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$stats->grace ($stats->maxgrace); |
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$stats->food (999); |
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} |
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sub skills_get($) { |
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my ($ob) = @_; |
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+{ |
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map +($_->skill => $_->stats->exp), |
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grep $_->type == cf::SKILL, |
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$ob->inv |
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} |
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} |
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sub skills_set($$) { |
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my ($ob, $skills) = @_; |
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for my $skill (grep $_->type == cf::SKILL, $ob->inv) { |
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my $name = $skill->skill; |
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if ($skill->stats->exp < $skills->{$name}) { |
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$skill->stats->exp ($skills->{$name}); |
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$ob->player_lvl_adj ($skill); |
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} |
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} |
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} |
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# called when the player will likely die (modulo explore mode) |
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# but before any stats/exp is changed |
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sub on_player_death { |
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my ($ob) = @_; |
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my $pl = $ob->contr; |
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# save player stats and experience to restore it later |
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my $save = { |
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stats => stats_get $ob->stats, |
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orig_stats => stats_get $pl->orig_stats, |
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savebed => [$pl->get_savebed], |
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skill_exp => skills_get $ob, |
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}; |
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unless ($ob->{in_nimbus}) { |
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$ob->{in_nimbus} = $save; |
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my $path = sprintf "%s/%s/%s/%s", |
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cf::localdir, cf::playerdir, $ob->name, "nimbus"; |
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my $nimbus = cf::map::get_map "/schmorp/nimbus"; |
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$nimbus->set_path ($path); |
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$nimbus->set_unique (1); |
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$pl->set_savebed ($path, 24, 12); |
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$ob->message ("\n"); |
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$ob->message ("You start to feel dizzy.\n"); |
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$ob->message ("The world around you blurs.\n"); |
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$ob->message ("\n"); |
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} |
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1.4 |
0 |
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} |
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sub teleport { |
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my ($pl, $map, $x, $y) = @_; |
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return if $pl->ob->map->path eq $map |
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&& abs ($pl->ob->x - $x) <= 1 |
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&& abs ($pl->ob->y - $y) <= 1; |
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my $portal = cf::object::new "exit"; |
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$portal->set_slaying ($map); |
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$portal->set_hp ($x); |
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$portal->set_sp ($y); |
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$portal->apply ($pl->ob); |
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$portal->free; |
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} |
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sub on_trigger { |
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my ($event, $porter, $ob) = @_; |
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my $options = $event->options; |
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my $pl = $ob->contr; |
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my @savebed; |
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if (my $save = delete $ob->{in_nimbus}) { |
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@savebed = @{$save->{savebed}}; |
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if ($options eq "restore") { |
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$ob->message ("The gods acknowledge your success.\n"); |
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stats_set $ob->stats, $save->{stats}; |
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stats_set $pl->orig_stats, $save->{orig_stats}; |
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$ob->player_lvl_adj; # update overall level |
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skills_set $ob, $save->{skill_exp}; |
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} else { |
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$ob->message ("The gods are disappointed with you.\n"); |
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} |
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} else { |
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@savebed = ("/scorn/taverns/inn", 10, 5); |
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} |
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$pl->set_savebed (@savebed); |
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my $map = $ob->map; |
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teleport $pl, @savebed; |
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1.7 |
# should make this a temporary map and let cf deal with it |
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unlink $map->path; |
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unlink $map->path . ".cfperl"; |
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$map->delete_map; |
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$pl->play_sound_player_only (cf::SOUND_PLAYER_DIES); |
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1.6 |
$ob->message ("You feel as if you woke up from a dream.\n"); |
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$ob->message ("You have a headache.\n"); |
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$ob->message ("Maybe you should have a drink.\n"); |
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1.1 |
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1 |
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} |
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