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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 1.37 by root, Sat Apr 23 04:56:57 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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
146 fclose (liveplayer); 138 fclose (liveplayer);
147 fclose (deadplayer); 139 fclose (deadplayer);
148 unlink (oldname); 140 unlink (oldname);
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
143 return 1;
144}
145
146static int
147resurrection_fails (int levelcaster, int leveldead)
148{
149 int chance = 9;
150
151 /* scheme: equal in level, 50% success.
152 * +5 % for each level below, -5% for each level above.
153 * minimum 20%
154 */
155 chance += levelcaster - leveldead;
156 if (chance < 4)
157 chance = 4;
158 if (chance > rndm (0, 19))
159 return 0; /* resurrection succeeds */
151 return 1; 160 return 1;
152} 161}
153 162
154 163
155/* raise_dead by peterm and mehlhaff@soda.berkeley.edu 164/* raise_dead by peterm and mehlhaff@soda.berkeley.edu
165 char name_to_resurrect[MAX_BUF]; 174 char name_to_resurrect[MAX_BUF];
166 int leveldead = 25, mflags, clevel; 175 int leveldead = 25, mflags, clevel;
167 sint16 sx, sy; 176 sint16 sx, sy;
168 maptile *m; 177 maptile *m;
169 178
170 clevel = caster_level (caster, spell); 179 clevel = casting_level (caster, spell);
171 180
172 if (spell->last_heal) 181 if (spell->last_heal)
173 { 182 {
174 if (!arg) 183 if (!arg)
175 { 184 {
189 temp = NULL; 198 temp = NULL;
190 else 199 else
191 { 200 {
192 /* First we need to find a corpse, if any. */ 201 /* First we need to find a corpse, if any. */
193 /* If no object, temp will be set to NULL */ 202 /* If no object, temp will be set to NULL */
194 for (temp = get_map_ob (m, sx, sy); temp != NULL; temp = temp->above) 203 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 */ 204 /* If it is corpse, this must be what we want to raise */
196 if (temp->type == CORPSE) 205 if (temp->type == CORPSE)
197 break; 206 break;
198 } 207 }
199 208
207 216
208 /* no matter what, we fry the corpse. */ 217 /* no matter what, we fry the corpse. */
209 if (temp && temp->map) 218 if (temp && temp->map)
210 { 219 {
211 /* replace corpse object with a burning object */ 220 /* replace corpse object with a burning object */
212 newob = arch_to_object (archetype::find ("burnout")); 221 newob = archetype::get (shstr_burnout);
213 if (newob != NULL) 222 if (newob)
214 { 223 newob->insert_at (temp, op);
215 newob->x = temp->x; 224
216 newob->y = temp->y;
217 insert_ob_in_map (newob, temp->map, op, 0);
218 }
219 leveldead = temp->level; 225 leveldead = temp->level;
220 remove_ob (temp); 226 temp->destroy ();
221 free_object (temp);
222 } 227 }
223 228
224 if (resurrection_fails (clevel, leveldead)) 229 if (resurrection_fails (clevel, leveldead))
225 { 230 {
226 if (spell->randomitems) 231 if (spell->randomitems)
227 {
228 treasure *t;
229
230 for (t = spell->randomitems->items; t; t = t->next) 232 for (treasure *t = spell->randomitems->items; t; t = t->next)
231 { 233 if (t->item)
232 summon_hostile_monsters (op, t->nrof, t->item->name); 234 summon_hostile_monsters (op, t->nrof, t->item->archname);
233 }
234 235
235 }
236 return 1; 236 return 1;
237 237
238 } 238 }
239 else 239 else
240 {
241 return resurrect_player (op, name_to_resurrect, spell); 240 return resurrect_player (op, name_to_resurrect, spell);
242 }
243
244 return 1;
245} 241}
246 242
247
248int
249resurrection_fails (int levelcaster, int leveldead)
250{
251 int chance = 9;
252
253 /* scheme: equal in level, 50% success.
254 * +5 % for each level below, -5% for each level above.
255 * minimum 20%
256 */
257 chance += levelcaster - leveldead;
258 if (chance < 4)
259 chance = 4;
260 if (chance > rndm (0, 19))
261 return 0; /* resurrection succeeds */
262 return 1;
263}
264
265void
266dead_player (object *op)
267{
268 char filename[MAX_BUF];
269 char newname[MAX_BUF];
270 char path[MAX_BUF];
271
272 /* set up our paths/strings... */
273 sprintf (path, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, &op->name);
274
275 strcpy (filename, path);
276 strcat (filename, ".pl");
277 strcpy (newname, filename);
278 strcat (newname, ".dead");
279
280 if (rename (filename, newname) != 0)
281 {
282 LOG (llevError, "Cannot rename dead player's file %s into %s: %s\n", filename, newname, strerror (errno));
283 }
284}
285
286
287
288void
289dead_character (const char *name)
290{
291 char buf[MAX_BUF];
292 char buf2[MAX_BUF];
293
294 sprintf (buf, "%s/%s/%s/%s.pl", settings.localdir, settings.playerdir, name, name);
295 /* peterm: create a .dead filename.... ***.pl.dead */
296 strcpy (buf2, buf);
297 strcat (buf, ".dead");
298 if (rename (buf2, buf) == -1)
299 {
300 LOG (llevError, "Cannot rename dead player's file %s into %s: %s\n", buf2, buf, strerror (errno));
301 }
302}
303
304
305int
306dead_player_exists (const char *name)
307{
308 char buf[MAX_BUF];
309
310 sprintf (buf, "%s/%s/%s/%s", settings.localdir, settings.playerdir, name, name);
311 strcat (buf, ".pl.dead");
312 return !(access (buf, 0));
313}

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