… | |
… | |
3 | # handle the nimbus map and other stuff |
3 | # handle the nimbus map and other stuff |
4 | |
4 | |
5 | my @STATS = qw( |
5 | my @STATS = qw( |
6 | Str Dex Con Wis Cha Int Pow |
6 | Str Dex Con Wis Cha Int Pow |
7 | wc ac hp maxhp sp maxsp grace maxgrace |
7 | wc ac hp maxhp sp maxsp grace maxgrace |
8 | food dam luck |
8 | exp food dam luck |
9 | ); |
9 | ); |
10 | |
10 | |
11 | sub stats_get($) { |
11 | sub stats_get($) { |
12 | my ($stats, $save) = @_; |
12 | my ($stats, $save) = @_; |
13 | |
13 | |
… | |
… | |
32 | |
32 | |
33 | sub skills_get($) { |
33 | sub skills_get($) { |
34 | my ($ob) = @_; |
34 | my ($ob) = @_; |
35 | |
35 | |
36 | +{ |
36 | +{ |
37 | "" => $ob->stats->exp, |
|
|
38 | |
|
|
39 | map +($_->skill => $_->stats->exp), |
37 | map +($_->skill => $_->stats->exp), |
40 | grep $_->type == cf::SKILL, |
38 | grep $_->type == cf::SKILL, |
41 | $ob->inv |
39 | $ob->inv |
42 | } |
40 | } |
43 | } |
41 | } |
44 | |
42 | |
45 | sub skills_set($$) { |
43 | sub skills_set($$) { |
46 | my ($ob, $skill) = @_; |
44 | my ($ob, $skills) = @_; |
47 | |
45 | |
48 | for (grep $_->type == cf::SKILL, $ob->inv) { |
46 | for my $skill (grep $_->type == cf::SKILL, $ob->inv) { |
49 | $_->set_exp ($skill->{$_->skill}) |
47 | my $name = $skill->skill; |
50 | if exists $skill->{$_->skill}; |
48 | |
|
|
49 | if ($skill->stats->exp < $skills->{$name}) { |
|
|
50 | $skill->stats->exp ($skills->{$name}); |
|
|
51 | $ob->player_lvl_adj ($skill); |
|
|
52 | } |
51 | } |
53 | } |
52 | } |
54 | } |
53 | |
55 | |
54 | # called when the player will likely die (modulo explore mode) |
56 | # called when the player will likely die (modulo explore mode) |
55 | # but before any stats/exp is changed |
57 | # but before any stats/exp is changed |
56 | sub on_player_death { |
58 | sub on_player_death { |
57 | my ($event) = @_; |
59 | my ($ob) = @_; |
58 | |
60 | |
59 | my $ob = $event->{who}; |
|
|
60 | my $pl = $ob->contr; |
61 | my $pl = $ob->contr; |
61 | |
62 | |
62 | # save player stats and experience to restore it later |
63 | # save player stats and experience to restore it later |
63 | |
64 | |
64 | my $save = { |
65 | my $save = { |
… | |
… | |
66 | orig_stats => stats_get $pl->orig_stats, |
67 | orig_stats => stats_get $pl->orig_stats, |
67 | savebed => [$pl->get_savebed], |
68 | savebed => [$pl->get_savebed], |
68 | skill_exp => skills_get $ob, |
69 | skill_exp => skills_get $ob, |
69 | }; |
70 | }; |
70 | |
71 | |
|
|
72 | unless ($ob->{in_nimbus}) { |
71 | $ob->{nimbus_save} ||= $save; |
73 | $ob->{in_nimbus} = $save; |
72 | |
74 | |
73 | my $path = sprintf "%s/%s/%s/%s", |
75 | my $path = sprintf "%s/%s/%s/%s", |
74 | cf::localdir, cf::playerdir, $ob->name, "nimbus"; |
76 | cf::localdir, cf::playerdir, $ob->name, "nimbus"; |
75 | |
77 | |
76 | my $nimbus = cf::map::get_map "/schmorp/nimbus"; |
78 | my $nimbus = cf::map::get_map "/schmorp/nimbus"; |
77 | $nimbus->set_path ($path); |
79 | $nimbus->set_path ($path); |
78 | $nimbus->set_unique (1); |
80 | $nimbus->set_unique (1); |
79 | |
81 | |
80 | $pl->set_savebed ($path, 24, 12); |
82 | $pl->set_savebed ($path, 24, 12); |
|
|
83 | |
|
|
84 | $ob->message ("\n"); |
|
|
85 | $ob->message ("You start to feel dizzy.\n"); |
|
|
86 | $ob->message ("The world around you blurs.\n"); |
|
|
87 | $ob->message ("\n"); |
|
|
88 | } |
81 | |
89 | |
82 | 0 |
90 | 0 |
83 | } |
91 | } |
84 | |
92 | |
|
|
93 | sub teleport { |
|
|
94 | my ($pl, $map, $x, $y) = @_; |
|
|
95 | |
|
|
96 | return if $pl->ob->map->path eq $map |
|
|
97 | && abs ($pl->ob->x - $x) <= 1 |
|
|
98 | && abs ($pl->ob->y - $y) <= 1; |
|
|
99 | |
|
|
100 | my $portal = cf::object::new "exit"; |
|
|
101 | |
|
|
102 | $portal->set_slaying ($map); |
|
|
103 | $portal->set_hp ($x); |
|
|
104 | $portal->set_sp ($y); |
|
|
105 | |
|
|
106 | $portal->apply ($pl->ob); |
|
|
107 | |
|
|
108 | $portal->free; |
|
|
109 | } |
|
|
110 | |
85 | sub on_trigger { |
111 | sub on_trigger { |
86 | my ($event) = @_; |
112 | my ($event, $porter, $ob) = @_; |
|
|
113 | |
87 | my $options = $event->{options}; |
114 | my $options = $event->options; |
88 | my $ob = $event->{activator}; |
|
|
89 | my $pl = $ob->contr; |
115 | my $pl = $ob->contr; |
90 | my @savebed; |
116 | my @savebed; |
91 | |
117 | |
92 | warn "trigger $options $ob->{nimbus_save}\n";#d# |
|
|
93 | warn $ob->name; |
|
|
94 | |
|
|
95 | if (my $save = delete $ob->{nimbus_save}) { |
118 | if (my $save = delete $ob->{in_nimbus}) { |
96 | @savebed = @{$save->{savebed}}; |
119 | @savebed = @{$save->{savebed}}; |
97 | |
120 | |
98 | if ($options eq "restore" || 1) { |
121 | if ($options eq "restore") { |
|
|
122 | $ob->message ("The gods acknowledge your success.\n"); |
99 | stats_set $ob->stats, $save->{stats}; |
123 | stats_set $ob->stats, $save->{stats}; |
100 | stats_set $pl->orig_stats, $save->{orig_stats}; |
124 | stats_set $pl->orig_stats, $save->{orig_stats}; |
|
|
125 | $ob->player_lvl_adj; # update overall level |
101 | skills_set $ob, $save->{skill_exp}; |
126 | skills_set $ob, $save->{skill_exp}; |
|
|
127 | } else { |
|
|
128 | $ob->message ("The gods are disappointed with you.\n"); |
102 | } |
129 | } |
103 | |
130 | |
104 | } else { |
131 | } else { |
105 | @savebed = ("/scorn/taverns/inn", 10, 5); |
132 | @savebed = ("/scorn/taverns/inn", 10, 5); |
106 | } |
133 | } |
107 | |
134 | |
108 | $pl->set_savebed (@savebed); |
135 | $pl->set_savebed (@savebed); |
109 | |
136 | |
110 | # TODO: you wake up... |
137 | my $map = $ob->map; |
111 | $ob->teleport (cf::map::get_map $savebed[0], $savebed[1], $savebed[2]); |
|
|
112 | |
138 | |
113 | # TODO: invalidate map |
139 | teleport $pl, @savebed; |
|
|
140 | |
|
|
141 | # should make this a temporary map and let cf deal with it |
|
|
142 | unlink $map->path; |
|
|
143 | unlink $map->path . ".cfperl"; |
|
|
144 | $map->delete_map; |
|
|
145 | |
|
|
146 | $pl->play_sound_player_only (cf::SOUND_PLAYER_DIES); |
|
|
147 | |
|
|
148 | $ob->message ("You feel as if you woke up from a dream.\n"); |
|
|
149 | $ob->message ("You have a headache.\n"); |
|
|
150 | $ob->message ("Maybe you should have a drink.\n"); |
114 | |
151 | |
115 | 1 |
152 | 1 |
116 | } |
153 | } |
117 | |
154 | |