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/cvs/deliantra/server/server/swamp.C
Revision: 1.9
Committed: Sun Jul 1 05:00:20 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_2, rel-2_3
Changes since 1.8: +10 -11 lines
Log Message:
- upgrade crossfire trt to the GPL version 3 (hopefully correctly).
- add a single file covered by the GNU Affero General Public License
  (which is not yet released, so I used the current draft, which is
  legally a bit wavy, but its likely better than nothing as it expresses
  direct intent by the authors, and we can upgrade as soon as it has been
  released).
  * this should ensure availability of source code for the server at least
    and hopefully also archetypes and maps even when modified versions
    are not being distributed, in accordance of section 13 of the agplv3.

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.8 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 pippijn 1.7 *
4 root 1.8 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2005,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.7 *
8 root 1.9 * Crossfire TRT 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 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.7 *
13 root 1.9 * 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 pippijn 1.7 *
18 root 1.9 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.8 *
21     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 pippijn 1.7 */
23 elmex 1.1
24     #include <global.h>
25     #ifndef __CEXTRACT__
26 root 1.4 # include <sproto.h>
27 elmex 1.1 #endif
28    
29     /* Note this code is very specialized for swamps, in terms of the messages
30     * as well as handling of move types.
31     */
32    
33 root 1.4 void
34     walk_on_deep_swamp (object *op, object *victim)
35 elmex 1.1 {
36 root 1.4 if (victim->type == PLAYER && victim->stats.hp >= 0 && !(victim->move_type & MOVE_FLYING))
37     {
38     new_draw_info_format (NDI_UNIQUE, 0, victim, "You are down to your knees in the %s.", &op->name);
39     op->stats.food = 1;
40     victim->speed_left -= op->move_slow_penalty;
41 elmex 1.1 }
42     }
43    
44 root 1.4 void
45     move_deep_swamp (object *op)
46 elmex 1.1 {
47 root 1.4 object *above = op->above;
48     object *nabove;
49 elmex 1.1
50 root 1.4 while (above)
51     {
52     nabove = above->above;
53     if (above->type == PLAYER && !(above->move_type & MOVE_FLYING) && above->stats.hp >= 0 && !QUERY_FLAG (above, FLAG_WIZ))
54     {
55     if (op->stats.food < 1)
56     {
57     LOG (llevDebug, "move_deep_swamp(): player is here, but state is " "%d\n", op->stats.food);
58     op->stats.food = 1;
59 root 1.2 }
60    
61 root 1.4 switch (op->stats.food)
62     {
63 root 1.2 case 1:
64 root 1.4 if (rndm (0, 2) == 0)
65     {
66     new_draw_info_format (NDI_UNIQUE, 0, above, "You are down to your waist in the wet %s.", &op->name);
67     op->stats.food = 2;
68     above->speed_left -= op->move_slow_penalty;
69 root 1.2 }
70 root 1.4 break;
71 root 1.2
72     case 2:
73 root 1.4 if (rndm (0, 2) == 0)
74     {
75     new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, above, "You are down to your NECK in the dangerous %s.", &op->name);
76     op->stats.food = 3;
77     sprintf (above->contr->killer, "drowning in a %s", &op->name);
78     above->stats.hp--;
79     above->speed_left -= op->move_slow_penalty;
80 root 1.2 }
81 root 1.4 break;
82 root 1.2
83     case 3:
84 root 1.4 if (rndm (0, 4) == 0)
85     {
86     object *woodsman = find_obj_by_type_subtype (above, SKILL, SK_WOODSMAN);
87    
88     /* player is ready to drown - only woodsman skill can save him */
89     if (!woodsman)
90     {
91     op->stats.food = 0;
92     new_draw_info_format (NDI_UNIQUE | NDI_ALL, 1, NULL, "%s disappeared into a %s.", &above->name, &op->name);
93     sprintf (above->contr->killer, "drowning in a %s", &op->name);
94 root 1.2
95 root 1.4 above->stats.hp = -1;
96     kill_player (above); /* player dies in the swamp */
97 root 1.2 }
98 root 1.4 else
99     {
100     op->stats.food = 2;
101     new_draw_info_format (NDI_UNIQUE, 0, above,
102     "You almost drowned in the %s! You survived due to your woodsman skill.", &op->name);
103 root 1.2 }
104     }
105 root 1.4 break;
106 root 1.2 }
107     }
108 root 1.4 else if (!QUERY_FLAG (above, FLAG_ALIVE) && !(above->move_type & MOVE_FLYING) &&
109     !(QUERY_FLAG (above, FLAG_IS_FLOOR)) && !(QUERY_FLAG (above, FLAG_OVERLAY_FLOOR)) && !(QUERY_FLAG (above, FLAG_NO_PICK)))
110     {
111     if (rndm (0, 2) == 0)
112     decrease_ob (above);
113     }
114     above = nabove;
115 elmex 1.1 }
116     }