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