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#! perl |
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|
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# handle the nimbus map and other stuff |
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|
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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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); |
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|
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sub stats_get($) { |
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my ($stats, $save) = @_; |
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|
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for my $stat (@STATS) { |
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$save->{$stat} = $stats->$stat; |
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} |
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|
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$save |
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} |
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|
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sub stats_fix($) { |
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my ($stats) = @_; |
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|
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$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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|
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sub stats_set($$) { |
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my ($stats, $save) = @_; |
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|
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for my $stat (@STATS) { |
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$stats->$stat ($save->{$stat}); |
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} |
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} |
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|
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sub skills_get($) { |
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my ($ob) = @_; |
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|
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[map [$_->skill, $_->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($) { |
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die; |
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} |
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|
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# called when the player will likely die (modulo explore mode) |
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# but before any stats/exp is changed |
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sub on_player_death { |
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my ($event) = @_; |
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|
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my $ob = $event->{who}; |
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my $pl = $ob->contr; |
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|
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# save player stats and experience to restore it later |
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|
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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 $ob, |
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}; |
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|
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$ob->{nimbus_save} = $save; |
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|
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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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|
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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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|
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$pl->set_savebed ($path, 24, 12); |
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} |
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|
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sub on_trigger { |
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my ($event) = @_; |
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my $options = $event->{options}; |
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my $ob = $event->{activator}; |
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my $pl = $ob->contr; |
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my @savebed; |
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|
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warn "trigger $options $ob->{nimbus_save}\n";#d# |
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warn $ob->name; |
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|
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if (my $save = delete $ob->{nimbus_save}) { |
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@savebed = @{$save->{savebed}}; |
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|
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use Data::Dumper; |
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print STDERR Dumper $save; |
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} else { |
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@savebed = ("/scorn/taverns/inn", 10, 5); |
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} |
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|
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$pl->set_savebed (@savebed); |
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|
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# TODO: you wake up... |
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$ob->teleport (cf::map::get_map $savebed[0], $savebed[1], $savebed[2]); |
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|
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# TODO: invalidate map |
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|
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1 |
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} |
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