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/cvs/deliantra/server/server/resurrection.C
Revision: 1.18
Committed: Sun Jan 7 02:39:14 2007 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.17: +0 -3 lines
Log Message:
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File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4 pippijn 1.17 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 elmex 1.1 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6     Copyright (C) 1992 Frank Tore Johansen
7    
8     This program is free software; you can redistribute it and/or modify
9     it under the terms of the GNU General Public License as published by
10     the Free Software Foundation; either version 2 of the License, or
11     (at your option) any later version.
12    
13     This program is distributed in the hope that it will be useful,
14     but WITHOUT ANY WARRANTY; without even the implied warranty of
15     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     GNU General Public License for more details.
17    
18     You should have received a copy of the GNU General Public License
19     along with this program; if not, write to the Free Software
20     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21    
22 root 1.7 The authors can be reached via e-mail at <crossfire@schmorp.de>
23 elmex 1.1 */
24    
25     /* the contents of this file were create solely by peterm@soda.berkeley.edu
26     all of the above disclaimers apply. */
27    
28     #include <global.h>
29 root 1.14 #include <sproto.h>
30 elmex 1.1 #include <spells.h>
31     #include <errno.h>
32 root 1.5
33 elmex 1.1 /* name of the person to resurrect and which spell was used
34     * to resurrect
35     */
36 root 1.5 static int
37     resurrect_player (object *op, char *playername, object *spell)
38 elmex 1.1 {
39 root 1.5 FILE *deadplayer, *liveplayer;
40    
41     char oldname[MAX_BUF];
42     char newname[MAX_BUF];
43     char path[MAX_BUF];
44     char buf[MAX_BUF];
45     char buf2[MAX_BUF];
46     const char *race = NULL;
47     sint64 exp;
48     int Con;
49    
50     /* reincarnation, which changes the race */
51     if (spell->race)
52     {
53     treasurelist *tl = find_treasurelist (spell->race);
54     treasure *t;
55     int value;
56    
57     if (!tl)
58     {
59     LOG (llevError, "resurrect_player: race set to %s, but no treasurelist of that name!\n", &spell->race);
60     return 0;
61     }
62     value = RANDOM () % tl->total_chance;
63     for (t = tl->items; t; t = t->next)
64     {
65     value -= t->chance;
66     if (value < 0)
67     break;
68     }
69 elmex 1.16 if (!t || !t->item)
70 root 1.5 {
71     LOG (llevError, "resurrect_player: got null treasure from treasurelist %s!\n", &spell->race);
72     return 0;
73     }
74     race = t->item->name;
75     }
76    
77     /* set up our paths/strings... */
78     sprintf (path, "%s/%s/%s/%s", settings.localdir, settings.playerdir, playername, playername);
79    
80     strcpy (newname, path);
81     strcat (newname, ".pl");
82    
83     strcpy (oldname, newname);
84     strcat (oldname, ".dead");
85 elmex 1.1
86 root 1.5 if (!(deadplayer = fopen (oldname, "r")))
87     {
88     new_draw_info_format (NDI_UNIQUE, 0, op, "The soul of %s cannot be reached.", playername);
89     return 0;
90     }
91    
92     if (!access (newname, 0))
93     {
94     new_draw_info_format (NDI_UNIQUE, 0, op, "The soul of %s has already been reborn!", playername);
95     fclose (deadplayer);
96     return 0;
97     }
98    
99     if (!(liveplayer = fopen (newname, "w")))
100     {
101     new_draw_info_format (NDI_UNIQUE, 0, op, "The soul of %s cannot be re-embodied at the moment.", playername);
102     LOG (llevError, "Cannot write player in resurrect_player!\n");
103     fclose (deadplayer);
104     return 0;
105     }
106    
107     while (!feof (deadplayer))
108     {
109     fgets (buf, 255, deadplayer);
110     sscanf (buf, "%s", buf2);
111     if (!(strcmp (buf2, "exp")))
112     {
113 root 1.10 sscanf (buf, "%s %" SCNd64, buf2, &exp);
114 root 1.5 if (spell->stats.exp)
115     {
116     exp -= exp / spell->stats.exp;
117 root 1.10 sprintf (buf, "exp %" PRId64 "\n", exp);
118 root 1.2 }
119     }
120 root 1.5 if (!(strcmp (buf2, "Con")))
121     {
122     sscanf (buf, "%s %d", buf2, &Con);
123     Con -= spell->stats.Con;
124     if (Con < 1)
125     Con = 1;
126     sprintf (buf, "Con %d\n", Con);
127     }
128     if (race && !strcmp (buf2, "race"))
129     {
130     sprintf (buf, "race %s\n", race);
131     }
132     fputs (buf, liveplayer);
133     }
134     fclose (liveplayer);
135     fclose (deadplayer);
136     unlink (oldname);
137     new_draw_info_format (NDI_UNIQUE, 0, op, "%s lives again!", playername);
138 elmex 1.1
139 root 1.5 return 1;
140 elmex 1.1 }
141    
142    
143     /* raise_dead by peterm and mehlhaff@soda.berkeley.edu
144     * op -- who is doing the resurrecting
145     * spell - spell object
146     * dir -- direction the spell is cast
147     * corpseobj - corpse to raise - can be null, in which case this function will find it
148     */
149 root 1.5 int
150     cast_raise_dead_spell (object *op, object *caster, object *spell, int dir, const char *arg)
151 elmex 1.1 {
152 root 1.5 object *temp, *newob;
153     char name_to_resurrect[MAX_BUF];
154     int leveldead = 25, mflags, clevel;
155     sint16 sx, sy;
156 root 1.8 maptile *m;
157 root 1.5
158     clevel = caster_level (caster, spell);
159    
160     if (spell->last_heal)
161     {
162     if (!arg)
163     {
164     new_draw_info_format (NDI_UNIQUE, 0, op, "Cast %s on who?", &spell->name);
165     return 0;
166 root 1.2 }
167 root 1.5 strcpy (name_to_resurrect, arg);
168     temp = NULL;
169     }
170     else
171     {
172     sx = op->x + freearr_x[dir];
173     sy = op->y + freearr_y[dir];
174     m = op->map;
175     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
176     if (mflags & P_OUT_OF_MAP)
177 root 1.2 temp = NULL;
178 root 1.5 else
179     {
180     /* First we need to find a corpse, if any. */
181     /* If no object, temp will be set to NULL */
182 root 1.13 for (temp = GET_MAP_OB (m, sx, sy); temp != NULL; temp = temp->above)
183 root 1.5 /* If it is corpse, this must be what we want to raise */
184     if (temp->type == CORPSE)
185     break;
186     }
187    
188     if (temp == NULL)
189     {
190     new_draw_info (NDI_UNIQUE, 0, op, "You need a body for this spell.");
191     return 0;
192     }
193     strcpy (name_to_resurrect, temp->name);
194     }
195 elmex 1.1
196 root 1.5 /* no matter what, we fry the corpse. */
197     if (temp && temp->map)
198     {
199     /* replace corpse object with a burning object */
200 root 1.6 newob = arch_to_object (archetype::find ("burnout"));
201 root 1.15 if (newob)
202     newob->insert_at (temp, op);
203    
204 root 1.5 leveldead = temp->level;
205 root 1.12 temp->destroy ();
206 root 1.5 }
207    
208     if (resurrection_fails (clevel, leveldead))
209     {
210     if (spell->randomitems)
211 root 1.15 for (treasure *t = spell->randomitems->items; t; t = t->next)
212 elmex 1.16 if (t->item)
213     summon_hostile_monsters (op, t->nrof, t->item->name);
214 elmex 1.1
215 root 1.5 return 1;
216 elmex 1.1
217 root 1.5 }
218     else
219 root 1.15 return resurrect_player (op, name_to_resurrect, spell);
220 elmex 1.1 }
221    
222    
223 root 1.5 int
224     resurrection_fails (int levelcaster, int leveldead)
225 elmex 1.1 {
226 root 1.5 int chance = 9;
227    
228     /* scheme: equal in level, 50% success.
229     * +5 % for each level below, -5% for each level above.
230     * minimum 20%
231     */
232     chance += levelcaster - leveldead;
233     if (chance < 4)
234     chance = 4;
235     if (chance > rndm (0, 19))
236     return 0; /* resurrection succeeds */
237     return 1;
238 elmex 1.1 }
239    
240 root 1.5 void
241     dead_player (object *op)
242 elmex 1.1 {
243 root 1.5 char filename[MAX_BUF];
244     char newname[MAX_BUF];
245     char path[MAX_BUF];
246    
247     /* set up our paths/strings... */
248     sprintf (path, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, &op->name);
249    
250     strcpy (filename, path);
251     strcat (filename, ".pl");
252     strcpy (newname, filename);
253     strcat (newname, ".dead");
254    
255     if (rename (filename, newname) != 0)
256     {
257     LOG (llevError, "Cannot rename dead player's file %s into %s: %s\n", filename, newname, strerror (errno));
258 elmex 1.1 }
259     }
260    
261    
262    
263 root 1.5 void
264     dead_character (const char *name)
265     {
266     char buf[MAX_BUF];
267     char buf2[MAX_BUF];
268    
269     sprintf (buf, "%s/%s/%s/%s.pl", settings.localdir, settings.playerdir, name, name);
270     /* peterm: create a .dead filename.... ***.pl.dead */
271     strcpy (buf2, buf);
272     strcat (buf, ".dead");
273     if (rename (buf2, buf) == -1)
274     {
275     LOG (llevError, "Cannot rename dead player's file %s into %s: %s\n", buf2, buf, strerror (errno));
276 elmex 1.1 }
277     }
278    
279    
280 root 1.5 int
281     dead_player_exists (const char *name)
282     {
283     char buf[MAX_BUF];
284 elmex 1.1
285 root 1.5 sprintf (buf, "%s/%s/%s/%s", settings.localdir, settings.playerdir, name, name);
286     strcat (buf, ".pl.dead");
287     return !(access (buf, 0));
288 elmex 1.1 }