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/cvs/deliantra/server/server/swamp.C
Revision: 1.6
Committed: Sat Jan 6 14:42:31 2007 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.5: +1 -0 lines
Log Message:
added some copyrights

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4 pippijn 1.6 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 elmex 1.1 Copyright (C) 2005 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 root 1.5 The authors can be reached via e-mail at <crossfire@schmorp.de>
23 elmex 1.1 */
24    
25     #include <global.h>
26     #ifndef __CEXTRACT__
27 root 1.4 # include <sproto.h>
28 elmex 1.1 #endif
29    
30     /* Note this code is very specialized for swamps, in terms of the messages
31     * as well as handling of move types.
32     */
33    
34 root 1.4 void
35     walk_on_deep_swamp (object *op, object *victim)
36 elmex 1.1 {
37 root 1.4 if (victim->type == PLAYER && victim->stats.hp >= 0 && !(victim->move_type & MOVE_FLYING))
38     {
39     new_draw_info_format (NDI_UNIQUE, 0, victim, "You are down to your knees in the %s.", &op->name);
40     op->stats.food = 1;
41     victim->speed_left -= op->move_slow_penalty;
42 elmex 1.1 }
43     }
44    
45 root 1.4 void
46     move_deep_swamp (object *op)
47 elmex 1.1 {
48 root 1.4 object *above = op->above;
49     object *nabove;
50 elmex 1.1
51 root 1.4 while (above)
52     {
53     nabove = above->above;
54     if (above->type == PLAYER && !(above->move_type & MOVE_FLYING) && above->stats.hp >= 0 && !QUERY_FLAG (above, FLAG_WIZ))
55     {
56     if (op->stats.food < 1)
57     {
58     LOG (llevDebug, "move_deep_swamp(): player is here, but state is " "%d\n", op->stats.food);
59     op->stats.food = 1;
60 root 1.2 }
61    
62 root 1.4 switch (op->stats.food)
63     {
64 root 1.2 case 1:
65 root 1.4 if (rndm (0, 2) == 0)
66     {
67     new_draw_info_format (NDI_UNIQUE, 0, above, "You are down to your waist in the wet %s.", &op->name);
68     op->stats.food = 2;
69     above->speed_left -= op->move_slow_penalty;
70 root 1.2 }
71 root 1.4 break;
72 root 1.2
73     case 2:
74 root 1.4 if (rndm (0, 2) == 0)
75     {
76     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, above, "You are down to your NECK in the dangerous %s.", &op->name);
77     op->stats.food = 3;
78     sprintf (above->contr->killer, "drowning in a %s", &op->name);
79     above->stats.hp--;
80     above->speed_left -= op->move_slow_penalty;
81 root 1.2 }
82 root 1.4 break;
83 root 1.2
84     case 3:
85 root 1.4 if (rndm (0, 4) == 0)
86     {
87     object *woodsman = find_obj_by_type_subtype (above, SKILL, SK_WOODSMAN);
88    
89     /* player is ready to drown - only woodsman skill can save him */
90     if (!woodsman)
91     {
92     op->stats.food = 0;
93     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 1, NULL, "%s disappeared into a %s.", &above->name, &op->name);
94     sprintf (above->contr->killer, "drowning in a %s", &op->name);
95 root 1.2
96 root 1.4 above->stats.hp = -1;
97     kill_player (above); /* player dies in the swamp */
98 root 1.2 }
99 root 1.4 else
100     {
101     op->stats.food = 2;
102     new_draw_info_format (NDI_UNIQUE, 0, above,
103     "You almost drowned in the %s! You survived due to your woodsman skill.", &op->name);
104 root 1.2 }
105     }
106 root 1.4 break;
107 root 1.2 }
108     }
109 root 1.4 else if (!QUERY_FLAG (above, FLAG_ALIVE) && !(above->move_type & MOVE_FLYING) &&
110     !(QUERY_FLAG (above, FLAG_IS_FLOOR)) && !(QUERY_FLAG (above, FLAG_OVERLAY_FLOOR)) && !(QUERY_FLAG (above, FLAG_NO_PICK)))
111     {
112     if (rndm (0, 2) == 0)
113     decrease_ob (above);
114     }
115     above = nabove;
116 elmex 1.1 }
117     }