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/cvs/deliantra/server/server/resurrection.C
Revision: 1.6
Committed: Thu Sep 14 21:16:13 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.5: +2 -2 lines
Log Message:
cleanup

File Contents

# User Rev Content
1 root 1.5
2 elmex 1.1 /*
3     * static char *rcsid_resurrection_c =
4 root 1.6 * "$Id: resurrection.C,v 1.5 2006-09-10 15:59:57 root Exp $";
5 elmex 1.1 */
6    
7     /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The authors can be reached via e-mail at crossfire-devel@real-time.com
28     */
29    
30     /* the contents of this file were create solely by peterm@soda.berkeley.edu
31     all of the above disclaimers apply. */
32    
33     #include <global.h>
34     #ifndef __CEXTRACT__
35 root 1.5 # include <sproto.h>
36 elmex 1.1 #endif
37     #include <spells.h>
38     #include <errno.h>
39     #ifdef sequent
40 root 1.5
41 elmex 1.1 /* stoopid sequent includes don't do this like they should */
42 root 1.5 extern char *sys_errlist[];
43 elmex 1.1 extern int sys_nerr;
44     #endif
45     extern char **classname;
46     extern object *objects;
47    
48    
49    
50     /* name of the person to resurrect and which spell was used
51     * to resurrect
52     */
53 root 1.5 static int
54     resurrect_player (object *op, char *playername, object *spell)
55 elmex 1.1 {
56 root 1.5 FILE *deadplayer, *liveplayer;
57    
58     char oldname[MAX_BUF];
59     char newname[MAX_BUF];
60     char path[MAX_BUF];
61     char buf[MAX_BUF];
62     char buf2[MAX_BUF];
63     const char *race = NULL;
64     sint64 exp;
65     int Con;
66    
67    
68     /* reincarnation, which changes the race */
69     if (spell->race)
70     {
71     treasurelist *tl = find_treasurelist (spell->race);
72     treasure *t;
73     int value;
74    
75     if (!tl)
76     {
77     LOG (llevError, "resurrect_player: race set to %s, but no treasurelist of that name!\n", &spell->race);
78     return 0;
79     }
80     value = RANDOM () % tl->total_chance;
81     for (t = tl->items; t; t = t->next)
82     {
83     value -= t->chance;
84     if (value < 0)
85     break;
86     }
87     if (!t)
88     {
89     LOG (llevError, "resurrect_player: got null treasure from treasurelist %s!\n", &spell->race);
90     return 0;
91     }
92     race = t->item->name;
93     }
94    
95     /* set up our paths/strings... */
96     sprintf (path, "%s/%s/%s/%s", settings.localdir, settings.playerdir, playername, playername);
97    
98     strcpy (newname, path);
99     strcat (newname, ".pl");
100    
101     strcpy (oldname, newname);
102     strcat (oldname, ".dead");
103 elmex 1.1
104 root 1.5 if (!(deadplayer = fopen (oldname, "r")))
105     {
106     new_draw_info_format (NDI_UNIQUE, 0, op, "The soul of %s cannot be reached.", playername);
107     return 0;
108     }
109    
110     if (!access (newname, 0))
111     {
112     new_draw_info_format (NDI_UNIQUE, 0, op, "The soul of %s has already been reborn!", playername);
113     fclose (deadplayer);
114     return 0;
115     }
116    
117     if (!(liveplayer = fopen (newname, "w")))
118     {
119     new_draw_info_format (NDI_UNIQUE, 0, op, "The soul of %s cannot be re-embodied at the moment.", playername);
120     LOG (llevError, "Cannot write player in resurrect_player!\n");
121     fclose (deadplayer);
122     return 0;
123     }
124    
125     while (!feof (deadplayer))
126     {
127     fgets (buf, 255, deadplayer);
128     sscanf (buf, "%s", buf2);
129     if (!(strcmp (buf2, "exp")))
130     {
131     long long exp_;
132    
133     sscanf (buf, "%s %lld", buf2, &exp_);
134     exp = exp_;
135     if (spell->stats.exp)
136     {
137     exp -= exp / spell->stats.exp;
138     sprintf (buf, "exp %lld\n", exp_);
139     exp = exp_;
140 root 1.2 }
141     }
142 root 1.5 if (!(strcmp (buf2, "Con")))
143     {
144     sscanf (buf, "%s %d", buf2, &Con);
145     Con -= spell->stats.Con;
146     if (Con < 1)
147     Con = 1;
148     sprintf (buf, "Con %d\n", Con);
149     }
150     if (race && !strcmp (buf2, "race"))
151     {
152     sprintf (buf, "race %s\n", race);
153     }
154     fputs (buf, liveplayer);
155     }
156     fclose (liveplayer);
157     fclose (deadplayer);
158     unlink (oldname);
159     new_draw_info_format (NDI_UNIQUE, 0, op, "%s lives again!", playername);
160 elmex 1.1
161 root 1.5 return 1;
162 elmex 1.1 }
163    
164    
165     /* raise_dead by peterm and mehlhaff@soda.berkeley.edu
166     * op -- who is doing the resurrecting
167     * spell - spell object
168     * dir -- direction the spell is cast
169     * corpseobj - corpse to raise - can be null, in which case this function will find it
170     */
171 root 1.5 int
172     cast_raise_dead_spell (object *op, object *caster, object *spell, int dir, const char *arg)
173 elmex 1.1 {
174 root 1.5 object *temp, *newob;
175     char name_to_resurrect[MAX_BUF];
176     int leveldead = 25, mflags, clevel;
177     sint16 sx, sy;
178     mapstruct *m;
179    
180     clevel = caster_level (caster, spell);
181    
182     if (spell->last_heal)
183     {
184     if (!arg)
185     {
186     new_draw_info_format (NDI_UNIQUE, 0, op, "Cast %s on who?", &spell->name);
187     return 0;
188 root 1.2 }
189 root 1.5 strcpy (name_to_resurrect, arg);
190     temp = NULL;
191     }
192     else
193     {
194     sx = op->x + freearr_x[dir];
195     sy = op->y + freearr_y[dir];
196     m = op->map;
197     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
198     if (mflags & P_OUT_OF_MAP)
199 root 1.2 temp = NULL;
200 root 1.5 else
201     {
202     /* First we need to find a corpse, if any. */
203     /* If no object, temp will be set to NULL */
204     for (temp = get_map_ob (m, sx, sy); temp != NULL; temp = temp->above)
205     /* If it is corpse, this must be what we want to raise */
206     if (temp->type == CORPSE)
207     break;
208     }
209    
210     if (temp == NULL)
211     {
212     new_draw_info (NDI_UNIQUE, 0, op, "You need a body for this spell.");
213     return 0;
214     }
215     strcpy (name_to_resurrect, temp->name);
216     }
217 elmex 1.1
218 root 1.5 /* no matter what, we fry the corpse. */
219     if (temp && temp->map)
220     {
221     /* replace corpse object with a burning object */
222 root 1.6 newob = arch_to_object (archetype::find ("burnout"));
223 root 1.5 if (newob != NULL)
224     {
225     newob->x = temp->x;
226     newob->y = temp->y;
227     insert_ob_in_map (newob, temp->map, op, 0);
228     }
229     leveldead = temp->level;
230     remove_ob (temp);
231     free_object (temp);
232     }
233    
234     if (resurrection_fails (clevel, leveldead))
235     {
236     if (spell->randomitems)
237     {
238     treasure *t;
239    
240     for (t = spell->randomitems->items; t; t = t->next)
241     {
242     summon_hostile_monsters (op, t->nrof, t->item->name);
243 root 1.2 }
244 elmex 1.1
245 root 1.2 }
246 root 1.5 return 1;
247 elmex 1.1
248 root 1.5 }
249     else
250     {
251     return resurrect_player (op, name_to_resurrect, spell);
252 elmex 1.1 }
253    
254 root 1.5 return 1;
255 elmex 1.1 }
256    
257    
258 root 1.5 int
259     resurrection_fails (int levelcaster, int leveldead)
260 elmex 1.1 {
261 root 1.5 int chance = 9;
262    
263     /* scheme: equal in level, 50% success.
264     * +5 % for each level below, -5% for each level above.
265     * minimum 20%
266     */
267     chance += levelcaster - leveldead;
268     if (chance < 4)
269     chance = 4;
270     if (chance > rndm (0, 19))
271     return 0; /* resurrection succeeds */
272     return 1;
273 elmex 1.1 }
274    
275 root 1.5 void
276     dead_player (object *op)
277 elmex 1.1 {
278 root 1.5 char filename[MAX_BUF];
279     char newname[MAX_BUF];
280     char path[MAX_BUF];
281    
282     /* set up our paths/strings... */
283     sprintf (path, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, &op->name);
284    
285     strcpy (filename, path);
286     strcat (filename, ".pl");
287     strcpy (newname, filename);
288     strcat (newname, ".dead");
289    
290     if (rename (filename, newname) != 0)
291     {
292     LOG (llevError, "Cannot rename dead player's file %s into %s: %s\n", filename, newname, strerror (errno));
293 elmex 1.1 }
294     }
295    
296    
297    
298 root 1.5 void
299     dead_character (const char *name)
300     {
301     char buf[MAX_BUF];
302     char buf2[MAX_BUF];
303    
304     sprintf (buf, "%s/%s/%s/%s.pl", settings.localdir, settings.playerdir, name, name);
305     /* peterm: create a .dead filename.... ***.pl.dead */
306     strcpy (buf2, buf);
307     strcat (buf, ".dead");
308     if (rename (buf2, buf) == -1)
309     {
310     LOG (llevError, "Cannot rename dead player's file %s into %s: %s\n", buf2, buf, strerror (errno));
311 elmex 1.1 }
312     }
313    
314    
315 root 1.5 int
316     dead_player_exists (const char *name)
317     {
318     char buf[MAX_BUF];
319 elmex 1.1
320 root 1.5 sprintf (buf, "%s/%s/%s/%s", settings.localdir, settings.playerdir, name, name);
321     strcat (buf, ".pl.dead");
322     return !(access (buf, 0));
323 elmex 1.1 }