1 |
elmex |
1.1 |
/* |
2 |
root |
1.8 |
* This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 |
pippijn |
1.7 |
* |
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root |
1.8 |
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
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* Copyright (©) 2005,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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pippijn |
1.7 |
* |
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root |
1.8 |
* Crossfire TRT is free software; you can redistribute it and/or modify it |
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* under the terms of the GNU General Public License as published by the Free |
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* Software Foundation; either version 2 of the License, or (at your option) |
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* any later version. |
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pippijn |
1.7 |
* |
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root |
1.8 |
* This program is distributed in the hope that it will be useful, but |
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* WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
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* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
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* for more details. |
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pippijn |
1.7 |
* |
18 |
root |
1.8 |
* You should have received a copy of the GNU General Public License along |
19 |
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* with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
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* Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
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* |
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* The authors can be reached via e-mail to <crossfire@schmorp.de> |
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pippijn |
1.7 |
*/ |
24 |
elmex |
1.1 |
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#include <global.h> |
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#ifndef __CEXTRACT__ |
27 |
root |
1.4 |
# include <sproto.h> |
28 |
elmex |
1.1 |
#endif |
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/* Note this code is very specialized for swamps, in terms of the messages |
31 |
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* as well as handling of move types. |
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*/ |
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34 |
root |
1.4 |
void |
35 |
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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)) |
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{ |
39 |
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new_draw_info_format (NDI_UNIQUE, 0, victim, "You are down to your knees in the %s.", &op->name); |
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op->stats.food = 1; |
41 |
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victim->speed_left -= op->move_slow_penalty; |
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elmex |
1.1 |
} |
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} |
44 |
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45 |
root |
1.4 |
void |
46 |
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move_deep_swamp (object *op) |
47 |
elmex |
1.1 |
{ |
48 |
root |
1.4 |
object *above = op->above; |
49 |
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object *nabove; |
50 |
elmex |
1.1 |
|
51 |
root |
1.4 |
while (above) |
52 |
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{ |
53 |
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nabove = above->above; |
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if (above->type == PLAYER && !(above->move_type & MOVE_FLYING) && above->stats.hp >= 0 && !QUERY_FLAG (above, FLAG_WIZ)) |
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{ |
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if (op->stats.food < 1) |
57 |
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{ |
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LOG (llevDebug, "move_deep_swamp(): player is here, but state is " "%d\n", op->stats.food); |
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op->stats.food = 1; |
60 |
root |
1.2 |
} |
61 |
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62 |
root |
1.4 |
switch (op->stats.food) |
63 |
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{ |
64 |
root |
1.2 |
case 1: |
65 |
root |
1.4 |
if (rndm (0, 2) == 0) |
66 |
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{ |
67 |
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new_draw_info_format (NDI_UNIQUE, 0, above, "You are down to your waist in the wet %s.", &op->name); |
68 |
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op->stats.food = 2; |
69 |
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above->speed_left -= op->move_slow_penalty; |
70 |
root |
1.2 |
} |
71 |
root |
1.4 |
break; |
72 |
root |
1.2 |
|
73 |
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case 2: |
74 |
root |
1.4 |
if (rndm (0, 2) == 0) |
75 |
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{ |
76 |
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new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, above, "You are down to your NECK in the dangerous %s.", &op->name); |
77 |
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op->stats.food = 3; |
78 |
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sprintf (above->contr->killer, "drowning in a %s", &op->name); |
79 |
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above->stats.hp--; |
80 |
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above->speed_left -= op->move_slow_penalty; |
81 |
root |
1.2 |
} |
82 |
root |
1.4 |
break; |
83 |
root |
1.2 |
|
84 |
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case 3: |
85 |
root |
1.4 |
if (rndm (0, 4) == 0) |
86 |
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{ |
87 |
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object *woodsman = find_obj_by_type_subtype (above, SKILL, SK_WOODSMAN); |
88 |
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89 |
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/* player is ready to drown - only woodsman skill can save him */ |
90 |
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if (!woodsman) |
91 |
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{ |
92 |
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op->stats.food = 0; |
93 |
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new_draw_info_format (NDI_UNIQUE | NDI_ALL, 1, NULL, "%s disappeared into a %s.", &above->name, &op->name); |
94 |
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sprintf (above->contr->killer, "drowning in a %s", &op->name); |
95 |
root |
1.2 |
|
96 |
root |
1.4 |
above->stats.hp = -1; |
97 |
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kill_player (above); /* player dies in the swamp */ |
98 |
root |
1.2 |
} |
99 |
root |
1.4 |
else |
100 |
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{ |
101 |
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op->stats.food = 2; |
102 |
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new_draw_info_format (NDI_UNIQUE, 0, above, |
103 |
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"You almost drowned in the %s! You survived due to your woodsman skill.", &op->name); |
104 |
root |
1.2 |
} |
105 |
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} |
106 |
root |
1.4 |
break; |
107 |
root |
1.2 |
} |
108 |
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} |
109 |
root |
1.4 |
else if (!QUERY_FLAG (above, FLAG_ALIVE) && !(above->move_type & MOVE_FLYING) && |
110 |
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!(QUERY_FLAG (above, FLAG_IS_FLOOR)) && !(QUERY_FLAG (above, FLAG_OVERLAY_FLOOR)) && !(QUERY_FLAG (above, FLAG_NO_PICK))) |
111 |
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{ |
112 |
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if (rndm (0, 2) == 0) |
113 |
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decrease_ob (above); |
114 |
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} |
115 |
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above = nabove; |
116 |
elmex |
1.1 |
} |
117 |
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} |