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/cvs/deliantra/server/server/swamp.C
Revision: 1.1
Committed: Sun Aug 13 17:16:05 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_swamp_c =
3     * "$Id$";
4     */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2005 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     #include <global.h>
30     #ifndef __CEXTRACT__
31     #include <sproto.h>
32     #endif
33    
34     /* Note this code is very specialized for swamps, in terms of the messages
35     * as well as handling of move types.
36     */
37    
38     void walk_on_deep_swamp (object *op, object *victim)
39     {
40     if (victim->type == PLAYER && victim->stats.hp >= 0 && !(victim->move_type & MOVE_FLYING)) {
41     new_draw_info_format(NDI_UNIQUE, 0, victim, "You are down to your knees in the %s.", op->name);
42     op->stats.food = 1;
43     victim->speed_left -= op->move_slow_penalty;
44     }
45     }
46    
47     void move_deep_swamp (object *op)
48     {
49     object *above = op->above;
50     object *nabove;
51    
52     while(above) {
53     nabove = above->above;
54     if (above->type == PLAYER && !(above->move_type & MOVE_FLYING) && above->stats.hp >= 0 && !QUERY_FLAG(above,FLAG_WIZ)) {
55     if (op->stats.food < 1) {
56     LOG (llevDebug, "move_deep_swamp(): player is here, but state is "
57     "%d\n", op->stats.food);
58     op->stats.food = 1;
59     }
60    
61     switch(op->stats.food) {
62     case 1:
63     if (rndm(0, 2) == 0) {
64     new_draw_info_format(NDI_UNIQUE, 0,above,
65     "You are down to your waist in the wet %s.", op->name);
66     op->stats.food = 2;
67     above->speed_left -= op->move_slow_penalty;
68     }
69     break;
70    
71     case 2:
72     if (rndm(0, 2) == 0) {
73     new_draw_info_format(NDI_UNIQUE | NDI_RED, 0,above,
74     "You are down to your NECK in the dangerous %s.", op->name);
75     op->stats.food = 3;
76     sprintf(above->contr->killer,"drowning in a %s", op->name);
77     above->stats.hp--;
78     above->speed_left -= op->move_slow_penalty;
79     }
80     break;
81    
82     case 3:
83     if (rndm(0, 4) == 0) {
84     object *woodsman = find_obj_by_type_subtype(above, SKILL, SK_WOODSMAN);
85    
86     /* player is ready to drown - only woodsman skill can save him */
87     if (!woodsman) {
88     op->stats.food = 0;
89     new_draw_info_format(NDI_UNIQUE | NDI_ALL, 1, NULL,
90     "%s disappeared into a %s.",above->name, op->name);
91     sprintf(above->contr->killer,"drowning in a %s", op->name);
92    
93     above->stats.hp = -1;
94     kill_player(above); /* player dies in the swamp */
95     }
96     else {
97     op->stats.food = 2;
98     new_draw_info_format(NDI_UNIQUE, 0,above,
99     "You almost drowned in the %s! You survived due to your woodsman skill.", op->name);
100     }
101     }
102     break;
103     }
104     } else if (!QUERY_FLAG(above, FLAG_ALIVE) && !(above->move_type & MOVE_FLYING) &&
105     !(QUERY_FLAG(above,FLAG_IS_FLOOR)) && !(QUERY_FLAG(above,FLAG_OVERLAY_FLOOR)) &&
106     !(QUERY_FLAG(above, FLAG_NO_PICK))) {
107     if (rndm(0, 2) == 0) decrease_ob(above);
108     }
109     above = nabove;
110     }
111     }