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Comparing deliantra/server/server/resurrection.C (file contents):
Revision 1.10 by root, Mon Dec 11 21:32:18 2006 UTC vs.
Revision 1.32 by root, Fri Nov 6 12:27:06 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* the contents of this file were create solely by peterm@soda.berkeley.edu 25/* the contents of this file were create solely by peterm@soda.berkeley.edu
25 all of the above disclaimers apply. */ 26 all of the above disclaimers apply. */
26 27
27#include <global.h> 28#include <global.h>
28#ifndef __CEXTRACT__
29# include <sproto.h> 29#include <sproto.h>
30#endif
31#include <spells.h> 30#include <spells.h>
32#include <errno.h> 31#include <errno.h>
33#ifdef sequent
34
35/* stoopid sequent includes don't do this like they should */
36extern char *sys_errlist[];
37extern int sys_nerr;
38#endif
39extern char **classname;
40extern object *objects;
41
42
43 32
44/* name of the person to resurrect and which spell was used 33/* name of the person to resurrect and which spell was used
45 * to resurrect 34 * to resurrect
46 */ 35 */
47static int 36static int
56 char buf2[MAX_BUF]; 45 char buf2[MAX_BUF];
57 const char *race = NULL; 46 const char *race = NULL;
58 sint64 exp; 47 sint64 exp;
59 int Con; 48 int Con;
60 49
61
62 /* reincarnation, which changes the race */ 50 /* reincarnation, which changes the race */
63 if (spell->race) 51 if (spell->race)
64 { 52 {
65 treasurelist *tl = find_treasurelist (spell->race); 53 treasurelist *tl = treasurelist::find (spell->race);
66 treasure *t; 54 treasure *t;
67 int value; 55 int value;
68 56
69 if (!tl) 57 if (!tl)
70 { 58 {
71 LOG (llevError, "resurrect_player: race set to %s, but no treasurelist of that name!\n", &spell->race); 59 LOG (llevError, "resurrect_player: race set to %s, but no treasurelist of that name!\n", &spell->race);
72 return 0; 60 return 0;
73 } 61 }
62
74 value = RANDOM () % tl->total_chance; 63 value = rndm (tl->total_chance);
64
75 for (t = tl->items; t; t = t->next) 65 for (t = tl->items; t; t = t->next)
76 { 66 {
77 value -= t->chance; 67 value -= t->chance;
78 if (value < 0) 68 if (value < 0)
79 break; 69 break;
80 } 70 }
81 if (!t) 71
72 if (!t || !t->item)
82 { 73 {
83 LOG (llevError, "resurrect_player: got null treasure from treasurelist %s!\n", &spell->race); 74 LOG (llevError, "resurrect_player: got null treasure from treasurelist %s!\n", &spell->race);
84 return 0; 75 return 0;
85 } 76 }
77
86 race = t->item->name; 78 race = t->item->archname;
87 } 79 }
88 80
89 /* set up our paths/strings... */ 81 /* set up our paths/strings... */
90 sprintf (path, "%s/%s/%s/%s", settings.localdir, settings.playerdir, playername, playername); 82 sprintf (path, "%s/%s/%s/%s", settings.localdir, settings.playerdir, playername, playername);
91 83
149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lives again!", playername); 141 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lives again!", playername);
150 142
151 return 1; 143 return 1;
152} 144}
153 145
154 146static int
155/* raise_dead by peterm and mehlhaff@soda.berkeley.edu
156 * op -- who is doing the resurrecting
157 * spell - spell object
158 * dir -- direction the spell is cast
159 * corpseobj - corpse to raise - can be null, in which case this function will find it
160 */
161int
162cast_raise_dead_spell (object *op, object *caster, object *spell, int dir, const char *arg)
163{
164 object *temp, *newob;
165 char name_to_resurrect[MAX_BUF];
166 int leveldead = 25, mflags, clevel;
167 sint16 sx, sy;
168 maptile *m;
169
170 clevel = caster_level (caster, spell);
171
172 if (spell->last_heal)
173 {
174 if (!arg)
175 {
176 new_draw_info_format (NDI_UNIQUE, 0, op, "Cast %s on who?", &spell->name);
177 return 0;
178 }
179 strcpy (name_to_resurrect, arg);
180 temp = NULL;
181 }
182 else
183 {
184 sx = op->x + freearr_x[dir];
185 sy = op->y + freearr_y[dir];
186 m = op->map;
187 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
188 if (mflags & P_OUT_OF_MAP)
189 temp = NULL;
190 else
191 {
192 /* First we need to find a corpse, if any. */
193 /* If no object, temp will be set to NULL */
194 for (temp = get_map_ob (m, sx, sy); temp != NULL; temp = temp->above)
195 /* If it is corpse, this must be what we want to raise */
196 if (temp->type == CORPSE)
197 break;
198 }
199
200 if (temp == NULL)
201 {
202 new_draw_info (NDI_UNIQUE, 0, op, "You need a body for this spell.");
203 return 0;
204 }
205 strcpy (name_to_resurrect, temp->name);
206 }
207
208 /* no matter what, we fry the corpse. */
209 if (temp && temp->map)
210 {
211 /* replace corpse object with a burning object */
212 newob = arch_to_object (archetype::find ("burnout"));
213 if (newob != NULL)
214 {
215 newob->x = temp->x;
216 newob->y = temp->y;
217 insert_ob_in_map (newob, temp->map, op, 0);
218 }
219 leveldead = temp->level;
220 remove_ob (temp);
221 free_object (temp);
222 }
223
224 if (resurrection_fails (clevel, leveldead))
225 {
226 if (spell->randomitems)
227 {
228 treasure *t;
229
230 for (t = spell->randomitems->items; t; t = t->next)
231 {
232 summon_hostile_monsters (op, t->nrof, t->item->name);
233 }
234
235 }
236 return 1;
237
238 }
239 else
240 {
241 return resurrect_player (op, name_to_resurrect, spell);
242 }
243
244 return 1;
245}
246
247
248int
249resurrection_fails (int levelcaster, int leveldead) 147resurrection_fails (int levelcaster, int leveldead)
250{ 148{
251 int chance = 9; 149 int chance = 9;
252 150
253 /* scheme: equal in level, 50% success. 151 /* scheme: equal in level, 50% success.
260 if (chance > rndm (0, 19)) 158 if (chance > rndm (0, 19))
261 return 0; /* resurrection succeeds */ 159 return 0; /* resurrection succeeds */
262 return 1; 160 return 1;
263} 161}
264 162
163
164/* raise_dead by peterm and mehlhaff@soda.berkeley.edu
165 * op -- who is doing the resurrecting
166 * spell - spell object
167 * dir -- direction the spell is cast
168 * corpseobj - corpse to raise - can be null, in which case this function will find it
169 */
170int
171cast_raise_dead_spell (object *op, object *caster, object *spell, int dir, const char *arg)
172{
173 object *temp, *newob;
174 char name_to_resurrect[MAX_BUF];
175 int leveldead = 25, mflags, clevel;
176 sint16 sx, sy;
177 maptile *m;
178
179 clevel = casting_level (caster, spell);
180
181 if (spell->last_heal)
182 {
183 if (!arg)
184 {
185 new_draw_info_format (NDI_UNIQUE, 0, op, "Cast %s on who?", &spell->name);
186 return 0;
187 }
188 strcpy (name_to_resurrect, arg);
189 temp = NULL;
190 }
191 else
192 {
193 sx = op->x + freearr_x[dir];
194 sy = op->y + freearr_y[dir];
195 m = op->map;
196 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
197 if (mflags & P_OUT_OF_MAP)
198 temp = NULL;
199 else
200 {
201 /* First we need to find a corpse, if any. */
202 /* If no object, temp will be set to NULL */
203 for (temp = GET_MAP_OB (m, sx, sy); temp != NULL; temp = temp->above)
204 /* If it is corpse, this must be what we want to raise */
205 if (temp->type == CORPSE)
206 break;
207 }
208
209 if (temp == NULL)
210 {
211 new_draw_info (NDI_UNIQUE, 0, op, "You need a body for this spell.");
212 return 0;
213 }
214 strcpy (name_to_resurrect, temp->name);
215 }
216
217 /* no matter what, we fry the corpse. */
218 if (temp && temp->map)
219 {
220 /* replace corpse object with a burning object */
221 newob = archetype::get (shstr_burnout);
222 if (newob)
223 newob->insert_at (temp, op);
224
225 leveldead = temp->level;
226 temp->destroy ();
227 }
228
229 if (resurrection_fails (clevel, leveldead))
230 {
231 if (spell->randomitems)
232 for (treasure *t = spell->randomitems->items; t; t = t->next)
233 if (t->item)
234 summon_hostile_monsters (op, t->nrof, t->item->archname);
235
236 return 1;
237
238 }
239 else
240 return resurrect_player (op, name_to_resurrect, spell);
241}
242
265void 243void
266dead_player (object *op) 244dead_player (object *op)
267{ 245{
268 char filename[MAX_BUF]; 246 char filename[MAX_BUF];
269 char newname[MAX_BUF]; 247 char newname[MAX_BUF];
280 if (rename (filename, newname) != 0) 258 if (rename (filename, newname) != 0)
281 { 259 {
282 LOG (llevError, "Cannot rename dead player's file %s into %s: %s\n", filename, newname, strerror (errno)); 260 LOG (llevError, "Cannot rename dead player's file %s into %s: %s\n", filename, newname, strerror (errno));
283 } 261 }
284} 262}
285
286
287 263
288void 264void
289dead_character (const char *name) 265dead_character (const char *name)
290{ 266{
291 char buf[MAX_BUF]; 267 char buf[MAX_BUF];
299 { 275 {
300 LOG (llevError, "Cannot rename dead player's file %s into %s: %s\n", buf2, buf, strerror (errno)); 276 LOG (llevError, "Cannot rename dead player's file %s into %s: %s\n", buf2, buf, strerror (errno));
301 } 277 }
302} 278}
303 279
304
305int 280int
306dead_player_exists (const char *name) 281dead_player_exists (const char *name)
307{ 282{
308 char buf[MAX_BUF]; 283 char buf[MAX_BUF];
309 284

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