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/cvs/deliantra/server/server/resurrection.C
Revision: 1.20
Committed: Mon Apr 16 06:23:43 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_1
Changes since 1.19: +5 -1 lines
Log Message:
VERY EXPERIMENTAL

- change the way archetypes and treasurelists are being loaded:
  - referring to a nonexisting treasurelist will create an empty one
  - referring to a nonexisting archetype will create an empty one
  - archetypes/treasurelists will overwrite any existing object
    of the same name.

- net effect should be to allow reloading of archetypes and treasurelists
  at runtime at a later stage.

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game for X-windows
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * 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 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
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 #include <sproto.h>
30 #include <spells.h>
31 #include <errno.h>
32
33 /* name of the person to resurrect and which spell was used
34 * to resurrect
35 */
36 static int
37 resurrect_player (object *op, char *playername, object *spell)
38 {
39 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 = treasurelist::find (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
63 value = RANDOM () % tl->total_chance;
64
65 for (t = tl->items; t; t = t->next)
66 {
67 value -= t->chance;
68 if (value < 0)
69 break;
70 }
71
72 if (!t || !t->item)
73 {
74 LOG (llevError, "resurrect_player: got null treasure from treasurelist %s!\n", &spell->race);
75 return 0;
76 }
77
78 race = t->item->name;
79 }
80
81 /* set up our paths/strings... */
82 sprintf (path, "%s/%s/%s/%s", settings.localdir, settings.playerdir, playername, playername);
83
84 strcpy (newname, path);
85 strcat (newname, ".pl");
86
87 strcpy (oldname, newname);
88 strcat (oldname, ".dead");
89
90 if (!(deadplayer = fopen (oldname, "r")))
91 {
92 new_draw_info_format (NDI_UNIQUE, 0, op, "The soul of %s cannot be reached.", playername);
93 return 0;
94 }
95
96 if (!access (newname, 0))
97 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "The soul of %s has already been reborn!", playername);
99 fclose (deadplayer);
100 return 0;
101 }
102
103 if (!(liveplayer = fopen (newname, "w")))
104 {
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The soul of %s cannot be re-embodied at the moment.", playername);
106 LOG (llevError, "Cannot write player in resurrect_player!\n");
107 fclose (deadplayer);
108 return 0;
109 }
110
111 while (!feof (deadplayer))
112 {
113 fgets (buf, 255, deadplayer);
114 sscanf (buf, "%s", buf2);
115 if (!(strcmp (buf2, "exp")))
116 {
117 sscanf (buf, "%s %" SCNd64, buf2, &exp);
118 if (spell->stats.exp)
119 {
120 exp -= exp / spell->stats.exp;
121 sprintf (buf, "exp %" PRId64 "\n", exp);
122 }
123 }
124 if (!(strcmp (buf2, "Con")))
125 {
126 sscanf (buf, "%s %d", buf2, &Con);
127 Con -= spell->stats.Con;
128 if (Con < 1)
129 Con = 1;
130 sprintf (buf, "Con %d\n", Con);
131 }
132 if (race && !strcmp (buf2, "race"))
133 {
134 sprintf (buf, "race %s\n", race);
135 }
136 fputs (buf, liveplayer);
137 }
138 fclose (liveplayer);
139 fclose (deadplayer);
140 unlink (oldname);
141 new_draw_info_format (NDI_UNIQUE, 0, op, "%s lives again!", playername);
142
143 return 1;
144 }
145
146
147 /* raise_dead by peterm and mehlhaff@soda.berkeley.edu
148 * op -- who is doing the resurrecting
149 * spell - spell object
150 * dir -- direction the spell is cast
151 * corpseobj - corpse to raise - can be null, in which case this function will find it
152 */
153 int
154 cast_raise_dead_spell (object *op, object *caster, object *spell, int dir, const char *arg)
155 {
156 object *temp, *newob;
157 char name_to_resurrect[MAX_BUF];
158 int leveldead = 25, mflags, clevel;
159 sint16 sx, sy;
160 maptile *m;
161
162 clevel = caster_level (caster, spell);
163
164 if (spell->last_heal)
165 {
166 if (!arg)
167 {
168 new_draw_info_format (NDI_UNIQUE, 0, op, "Cast %s on who?", &spell->name);
169 return 0;
170 }
171 strcpy (name_to_resurrect, arg);
172 temp = NULL;
173 }
174 else
175 {
176 sx = op->x + freearr_x[dir];
177 sy = op->y + freearr_y[dir];
178 m = op->map;
179 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
180 if (mflags & P_OUT_OF_MAP)
181 temp = NULL;
182 else
183 {
184 /* First we need to find a corpse, if any. */
185 /* If no object, temp will be set to NULL */
186 for (temp = GET_MAP_OB (m, sx, sy); temp != NULL; temp = temp->above)
187 /* If it is corpse, this must be what we want to raise */
188 if (temp->type == CORPSE)
189 break;
190 }
191
192 if (temp == NULL)
193 {
194 new_draw_info (NDI_UNIQUE, 0, op, "You need a body for this spell.");
195 return 0;
196 }
197 strcpy (name_to_resurrect, temp->name);
198 }
199
200 /* no matter what, we fry the corpse. */
201 if (temp && temp->map)
202 {
203 /* replace corpse object with a burning object */
204 newob = arch_to_object (archetype::find ("burnout"));
205 if (newob)
206 newob->insert_at (temp, op);
207
208 leveldead = temp->level;
209 temp->destroy ();
210 }
211
212 if (resurrection_fails (clevel, leveldead))
213 {
214 if (spell->randomitems)
215 for (treasure *t = spell->randomitems->items; t; t = t->next)
216 if (t->item)
217 summon_hostile_monsters (op, t->nrof, t->item->name);
218
219 return 1;
220
221 }
222 else
223 return resurrect_player (op, name_to_resurrect, spell);
224 }
225
226
227 int
228 resurrection_fails (int levelcaster, int leveldead)
229 {
230 int chance = 9;
231
232 /* scheme: equal in level, 50% success.
233 * +5 % for each level below, -5% for each level above.
234 * minimum 20%
235 */
236 chance += levelcaster - leveldead;
237 if (chance < 4)
238 chance = 4;
239 if (chance > rndm (0, 19))
240 return 0; /* resurrection succeeds */
241 return 1;
242 }
243
244 void
245 dead_player (object *op)
246 {
247 char filename[MAX_BUF];
248 char newname[MAX_BUF];
249 char path[MAX_BUF];
250
251 /* set up our paths/strings... */
252 sprintf (path, "%s/%s/%s/%s", settings.localdir, settings.playerdir, &op->name, &op->name);
253
254 strcpy (filename, path);
255 strcat (filename, ".pl");
256 strcpy (newname, filename);
257 strcat (newname, ".dead");
258
259 if (rename (filename, newname) != 0)
260 {
261 LOG (llevError, "Cannot rename dead player's file %s into %s: %s\n", filename, newname, strerror (errno));
262 }
263 }
264
265
266
267 void
268 dead_character (const char *name)
269 {
270 char buf[MAX_BUF];
271 char buf2[MAX_BUF];
272
273 sprintf (buf, "%s/%s/%s/%s.pl", settings.localdir, settings.playerdir, name, name);
274 /* peterm: create a .dead filename.... ***.pl.dead */
275 strcpy (buf2, buf);
276 strcat (buf, ".dead");
277 if (rename (buf2, buf) == -1)
278 {
279 LOG (llevError, "Cannot rename dead player's file %s into %s: %s\n", buf2, buf, strerror (errno));
280 }
281 }
282
283
284 int
285 dead_player_exists (const char *name)
286 {
287 char buf[MAX_BUF];
288
289 sprintf (buf, "%s/%s/%s/%s", settings.localdir, settings.playerdir, name, name);
290 strcat (buf, ".pl.dead");
291 return !(access (buf, 0));
292 }