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/cvs/deliantra/maps/perl/nimbus.ext
Revision: 1.11
Committed: Sat Apr 8 14:53:12 2006 UTC (18 years, 1 month ago) by root
Branch: MAIN
Changes since 1.10: +16 -14 lines
Log Message:
when the server crashes after having saved you in nimbus but not outside or vice versa, players keep the nimbus status but not the map. worka round this

File Contents

# Content
1 #! perl
2
3 # handle the nimbus map and other stuff
4
5 my @STATS = qw(
6 Str Dex Con Wis Cha Int Pow
7 wc ac hp maxhp sp maxsp grace maxgrace
8 exp food dam luck
9 );
10
11 sub stats_get($) {
12 my ($stats, $save) = @_;
13
14 for my $stat (@STATS) {
15 $save->{$stat} = $stats->$stat;
16 }
17
18 $save
19 }
20
21 sub stats_set($$) {
22 my ($stats, $save) = @_;
23
24 for my $stat (@STATS) {
25 $stats->$stat ($save->{$stat});
26 }
27
28 $stats->hp ($stats->maxhp);
29 $stats->grace ($stats->maxgrace);
30 $stats->food (999);
31 }
32
33 sub skills_get($) {
34 my ($ob) = @_;
35
36 +{
37 map +($_->skill => $_->stats->exp),
38 grep $_->type == cf::SKILL,
39 $ob->inv
40 }
41 }
42
43 sub skills_set($$) {
44 my ($ob, $skills) = @_;
45
46 for my $skill (grep $_->type == cf::SKILL, $ob->inv) {
47 my $name = $skill->skill;
48
49 if ($skill->stats->exp < $skills->{$name}) {
50 $skill->stats->exp ($skills->{$name});
51 $ob->player_lvl_adj ($skill);
52 }
53 }
54 }
55
56 # called when the player will likely die (modulo explore mode)
57 # but before any stats/exp is changed
58 sub on_player_death {
59 my ($ob) = @_;
60
61 my $pl = $ob->contr;
62
63 # save player stats and experience to restore it later
64
65 unless ($ob->{in_nimbus}) {
66 my $save = {
67 stats => stats_get $ob->stats,
68 orig_stats => stats_get $pl->orig_stats,
69 savebed => [$pl->get_savebed],
70 skill_exp => skills_get $ob,
71 };
72
73 $ob->{in_nimbus} = $save;
74
75 $ob->message ("\n");
76 $ob->message ("You start to feel dizzy.\n");
77 $ob->message ("The world around you blurs.\n");
78 $ob->message ("\n");
79 }
80
81 my $path = sprintf "%s/%s/%s/%s",
82 cf::localdir, cf::playerdir, $ob->name, "nimbus";
83
84 if ($ob->map->path ne $path) {
85 my $nimbus = cf::map::get_map "/schmorp/nimbus";
86 $nimbus->set_path ($path);
87 $nimbus->set_unique (1);
88
89 $pl->set_savebed ($path, 24, 12);
90 }
91
92 0
93 }
94
95 sub teleport {
96 my ($pl, $map, $x, $y) = @_;
97
98 return if $pl->ob->map->path eq $map
99 && abs ($pl->ob->x - $x) <= 1
100 && abs ($pl->ob->y - $y) <= 1;
101
102 my $portal = cf::object::new "exit";
103
104 $portal->set_slaying ($map);
105 $portal->set_hp ($x);
106 $portal->set_sp ($y);
107
108 $portal->apply ($pl->ob);
109
110 $portal->free;
111 }
112
113 sub on_trigger {
114 my ($event, $porter, $ob) = @_;
115
116 my $options = $event->options;
117 my $pl = $ob->contr;
118 my @savebed;
119
120 if (my $save = delete $ob->{in_nimbus}) {
121 @savebed = @{$save->{savebed}};
122
123 if ($options eq "restore") {
124 $ob->message ("The gods acknowledge your success.\n");
125 stats_set $ob->stats, $save->{stats};
126 stats_set $pl->orig_stats, $save->{orig_stats};
127 $ob->player_lvl_adj; # update overall level
128 skills_set $ob, $save->{skill_exp};
129 } else {
130 $ob->message ("The gods are disappointed with you.\n");
131 }
132
133 } else {
134 @savebed = ("/scorn/taverns/inn", 10, 5);
135 }
136
137 $pl->set_savebed (@savebed);
138
139 my $map = $ob->map;
140
141 teleport $pl, @savebed;
142
143 # should make this a temporary map and let cf deal with it
144 unlink $map->path;
145 unlink $map->path . ".cfperl";
146 $map->delete_map;
147
148 $pl->play_sound_player_only (cf::SOUND_PLAYER_DIES);
149
150 $ob->message ("You feel as if you woke up from a dream.\n");
151 $ob->message ("You have a headache.\n");
152 $ob->message ("Maybe you should have a drink.\n");
153
154 1
155 }
156