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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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/* the contents of this file were create solely by peterm@soda.berkeley.edu |
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all of the above disclaimers apply. */ |
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|
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#include <global.h> |
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#include <sproto.h> |
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#include <spells.h> |
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#include <errno.h> |
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|
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/* name of the person to resurrect and which spell was used |
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* to resurrect |
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*/ |
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static int |
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resurrect_player (object *op, char *playername, object *spell) |
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{ |
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FILE *deadplayer, *liveplayer; |
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|
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char oldname[MAX_BUF]; |
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char newname[MAX_BUF]; |
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char path[8192]; |
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char buf[MAX_BUF]; |
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char buf2[MAX_BUF]; |
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const char *race = NULL; |
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sint64 exp; |
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int Con; |
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|
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/* reincarnation, which changes the race */ |
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if (spell->race) |
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{ |
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treasurelist *tl = treasurelist::find (spell->race); |
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treasure *t; |
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int value; |
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|
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if (!tl) |
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{ |
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LOG (llevError, "resurrect_player: race set to %s, but no treasurelist of that name!\n", &spell->race); |
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return 0; |
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} |
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|
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value = rndm (tl->total_chance); |
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|
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for (t = tl->items; t; t = t->next) |
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{ |
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value -= t->chance; |
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if (value < 0) |
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break; |
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} |
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|
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if (!t || !t->item) |
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{ |
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LOG (llevError, "resurrect_player: got null treasure from treasurelist %s!\n", &spell->race); |
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return 0; |
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} |
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|
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race = t->item->archname; |
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} |
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|
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/* set up our paths/strings... */ |
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snprintf (path, sizeof (path), "%s/%s/%s/%s", settings.localdir, settings.playerdir, playername, playername); |
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|
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strcpy (newname, path); |
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strcat (newname, ".pl"); |
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|
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strcpy (oldname, newname); |
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strcat (oldname, ".dead"); |
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|
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if (!(deadplayer = fopen (oldname, "r"))) |
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{ |
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new_draw_info_format (NDI_UNIQUE, 0, op, "The soul of %s cannot be reached.", playername); |
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return 0; |
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} |
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|
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if (!access (newname, 0)) |
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{ |
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new_draw_info_format (NDI_UNIQUE, 0, op, "The soul of %s has already been reborn!", playername); |
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fclose (deadplayer); |
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return 0; |
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} |
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|
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if (!(liveplayer = fopen (newname, "w"))) |
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{ |
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new_draw_info_format (NDI_UNIQUE, 0, op, "The soul of %s cannot be re-embodied at the moment.", playername); |
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LOG (llevError, "Cannot write player in resurrect_player!\n"); |
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fclose (deadplayer); |
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return 0; |
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} |
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|
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while (!feof (deadplayer)) |
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{ |
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fgets (buf, 255, deadplayer); |
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sscanf (buf, "%255s", buf2); |
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if (!(strcmp (buf2, "exp"))) |
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{ |
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sscanf (buf, "%255s %" SCNd64, buf2, &exp); |
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if (spell->stats.exp) |
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{ |
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exp -= exp / spell->stats.exp; |
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sprintf (buf, "exp %" PRId64 "\n", exp); |
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} |
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} |
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if (!(strcmp (buf2, "Con"))) |
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{ |
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sscanf (buf, "%255s %d", buf2, &Con); |
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Con -= spell->stats.Con; |
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if (Con < 1) |
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Con = 1; |
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sprintf (buf, "Con %d\n", Con); |
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} |
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if (race && !strcmp (buf2, "race")) |
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{ |
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sprintf (buf, "race %s\n", race); |
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} |
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fputs (buf, liveplayer); |
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} |
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fclose (liveplayer); |
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fclose (deadplayer); |
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unlink (oldname); |
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new_draw_info_format (NDI_UNIQUE, 0, op, "%s lives again!", playername); |
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|
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return 1; |
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} |
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|
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static int |
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resurrection_fails (int levelcaster, int leveldead) |
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{ |
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int chance = 9; |
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|
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/* scheme: equal in level, 50% success. |
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* +5 % for each level below, -5% for each level above. |
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* minimum 20% |
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*/ |
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chance += levelcaster - leveldead; |
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if (chance < 4) |
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chance = 4; |
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if (chance > rndm (0, 19)) |
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return 0; /* resurrection succeeds */ |
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return 1; |
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} |
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|
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|
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/* raise_dead by peterm and mehlhaff@soda.berkeley.edu |
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* op -- who is doing the resurrecting |
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* spell - spell object |
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* dir -- direction the spell is cast |
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* corpseobj - corpse to raise - can be null, in which case this function will find it |
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*/ |
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int |
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cast_raise_dead_spell (object *op, object *caster, object *spell, int dir, const char *arg) |
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{ |
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object *temp, *newob; |
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char name_to_resurrect[MAX_BUF]; |
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int leveldead = 25, mflags, clevel; |
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sint16 sx, sy; |
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maptile *m; |
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|
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clevel = casting_level (caster, spell); |
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|
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if (spell->last_heal) |
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{ |
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if (!arg) |
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{ |
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new_draw_info_format (NDI_UNIQUE, 0, op, "Cast %s on who?", &spell->name); |
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return 0; |
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} |
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strcpy (name_to_resurrect, arg); |
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temp = NULL; |
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} |
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else |
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{ |
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sx = op->x + DIRX (dir); |
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sy = op->y + DIRY (dir); |
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m = op->map; |
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mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
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if (mflags & P_OUT_OF_MAP) |
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temp = NULL; |
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else |
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{ |
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/* First we need to find a corpse, if any. */ |
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/* If no object, temp will be set to NULL */ |
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for (temp = GET_MAP_OB (m, sx, sy); temp != NULL; temp = temp->above) |
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/* If it is corpse, this must be what we want to raise */ |
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if (temp->type == CORPSE) |
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break; |
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} |
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|
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if (temp == NULL) |
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{ |
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new_draw_info (NDI_UNIQUE, 0, op, "You need a body for this spell."); |
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return 0; |
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} |
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strcpy (name_to_resurrect, temp->name); |
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} |
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|
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/* no matter what, we fry the corpse. */ |
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if (temp && temp->map) |
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{ |
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/* replace corpse object with a burning object */ |
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newob = archetype::get (shstr_burnout); |
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if (newob) |
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newob->insert_at (temp, op); |
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|
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leveldead = temp->level; |
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temp->destroy (); |
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} |
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|
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if (resurrection_fails (clevel, leveldead)) |
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{ |
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if (spell->randomitems) |
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for (treasure *t = spell->randomitems->items; t; t = t->next) |
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if (t->item) |
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summon_hostile_monsters (op, t->nrof, t->item->archname); |
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|
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return 1; |
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|
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} |
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else |
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return resurrect_player (op, name_to_resurrect, spell); |
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} |
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|