308 lines
9.2 KiB
C
308 lines
9.2 KiB
C
/*
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* static char *rcsid_resurrection_c =
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* "$Id: resurrection.c 11578 2009-02-23 22:02:27Z lalo $";
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*/
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/*
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CrossFire, A Multiplayer game for X-windows
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Copyright (C) 2006 Mark Wedel & Crossfire Development Team
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Copyright (C) 1992 Frank Tore Johansen
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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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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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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The authors can be reached via e-mail at crossfire-devel@real-time.com
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*/
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/**
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* @file
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* Resurrection / raise dead related code.
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* This is used on servers with permanent death on.
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* @todo document permanent death and death :)
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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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#include <global.h>
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#ifndef __CEXTRACT__
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#include <sproto.h>
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#endif
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#include <spells.h>
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#include <errno.h>
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static int resurrection_fails(int levelcaster, int leveldead);
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/**
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* Resurrect a player. This may change the player's race, or reduce experience.
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*
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* @param op
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* who is resurrecting.
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* @param playername
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* the name of the player to resurrect.
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* @param spell
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* spell that was used to resurrect.
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* @retval 0
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* resurrection failed.
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* @retval 1
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* playername is living again.
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*/
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static int resurrect_player(object *op, char *playername, object *spell) {
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FILE *deadplayer, *liveplayer;
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char oldname[MAX_BUF];
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char newname[MAX_BUF];
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char path[MAX_BUF];
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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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/* reincarnation, which changes the race */
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if (spell->race) {
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treasurelist *tl = find_treasurelist(spell->race);
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treasure *t;
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int value;
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if (!tl) {
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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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value = RANDOM()%tl->total_chance;
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for (t = tl->items; t; t = t->next) {
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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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if (!t) {
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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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race = t->item->name;
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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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strcpy(newname, path);
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strcat(newname, ".pl");
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strcpy(oldname, newname);
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strcat(oldname, ".dead");
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if (!(deadplayer = fopen(oldname, "r"))) {
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draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE,
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"The soul of %s cannot be reached.",
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"The soul of %s cannot be reached.",
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playername);
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return 0;
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}
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if (!access(newname, 0)) {
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draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE,
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"The soul of %s has already been reborn!",
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"The soul of %s has already been reborn!",
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playername);
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fclose(deadplayer);
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return 0;
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}
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if (!(liveplayer = fopen(newname, "w"))) {
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draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE,
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"The soul of %s cannot be re-embodied at the moment.",
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"The soul of %s cannot be re-embodied at the moment.",
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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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while (!feof(deadplayer)) {
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fgets(buf, 255, deadplayer);
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sscanf(buf, "%s", buf2);
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if (!(strcmp(buf2, "exp"))) {
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sscanf(buf, "%s %"FMT64, buf2, &exp);
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if (spell->stats.exp) {
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exp -= exp/spell->stats.exp;
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snprintf(buf, sizeof(buf), "exp %"FMT64"\n", exp);
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}
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}
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if (!(strcmp(buf2, "Con"))) {
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sscanf(buf, "%s %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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snprintf(buf, sizeof(buf), "Con %d\n", Con);
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}
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if (race && !strcmp(buf2, "race")) {
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snprintf(buf, sizeof(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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draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_SUCCESS,
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"%s lives again!",
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"%s lives again!",
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playername);
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return 1;
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}
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/**
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* This handles the raise dead / resurrection spells. So try to revive a player.
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*
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* @author peterm and mehlhaff@soda.berkeley.edu
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*
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* @param op
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* who is doing the resurrecting.
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* @param caster
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* what is casting the spell (op or a scroll/rod).
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* @param spell
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* spell object.
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* @param dir
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* direction the spell is cast.
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* @param arg
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* name of the player to revive.
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* @retval 0
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* spell had no effect, or player couldn't revive.
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* @retval 1
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* player revived, or some nasty things happened.
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*/
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int cast_raise_dead_spell(object *op, object *caster, object *spell, int dir, const char *arg) {
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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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mapstruct *m;
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clevel = caster_level(caster, spell);
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if (spell->last_heal) {
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if (!arg) {
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draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE,
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"Cast %s on who?",
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"Cast %s on who?",
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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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} else {
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sx = op->x+freearr_x[dir];
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sy = op->y+freearr_y[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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/* 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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if (temp == NULL) {
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draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SPELL, MSG_TYPE_SPELL_FAILURE,
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"You need a body for this spell.", NULL);
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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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/* no matter what, we fry the corpse. */
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if (temp && temp->map) {
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/* replace corpse object with a burning object */
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newob = arch_to_object(find_archetype("burnout"));
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if (newob != NULL) {
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newob->x = temp->x;
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newob->y = temp->y;
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insert_ob_in_map(newob, temp->map, op, 0);
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}
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leveldead = temp->level;
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remove_ob(temp);
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free_object(temp);
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}
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if (resurrection_fails(clevel, leveldead)) {
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if (spell->randomitems) {
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treasure *t;
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for (t = spell->randomitems->items; t; t = t->next) {
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summon_hostile_monsters(op, t->nrof, t->item->name);
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}
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}
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return 1;
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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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/* Unreachable */
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}
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/**
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* Will the resurrection succeed?
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*
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* Rules:
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* - 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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* @param levelcaster
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* level at which the spell is cast.
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* @param leveldead
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* dead player's level.
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* @return
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* 0 if succees, 1 if failure.
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*/
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static int resurrection_fails(int levelcaster, int leveldead) {
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int chance = 9;
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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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* Kill a player on a permanent death server with resurrection.
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*
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* @param op
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* player to kill.
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*/
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void dead_player(object *op) {
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char filename[MAX_BUF];
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char newname[MAX_BUF];
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char path[MAX_BUF];
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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, op->name, op->name);
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strcpy(filename, path);
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strcat(filename, ".pl");
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strcpy(newname, filename);
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strcat(newname, ".dead");
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if (rename(filename, newname) != 0) {
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LOG(llevError, "Cannot rename dead player's file %s into %s: %s\n", filename, newname, strerror_local(errno, path, sizeof(path)));
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}
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}
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