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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2005 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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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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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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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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|
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/* Note this code is very specialized for swamps, in terms of the messages |
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* as well as handling of move types. |
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*/ |
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|
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void |
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walk_on_deep_swamp (object *op, object *victim) |
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{ |
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if (victim->type == PLAYER && victim->stats.hp >= 0 && !(victim->move_type & MOVE_FLYING)) |
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{ |
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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; |
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victim->speed_left -= op->move_slow_penalty; |
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} |
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} |
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|
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void |
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move_deep_swamp (object *op) |
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{ |
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object *above = op->above; |
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object *nabove; |
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|
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while (above) |
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{ |
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nabove = above->above; |
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if (above->type == PLAYER && !(above->move_type & MOVE_FLYING) && above->stats.hp >= 0 && !above->flag [FLAG_WIZ]) |
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{ |
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if (op->stats.food < 1) |
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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; |
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} |
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|
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switch (op->stats.food) |
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{ |
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case 1: |
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if (rndm (0, 2) == 0) |
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{ |
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new_draw_info_format (NDI_UNIQUE, 0, above, "You are down to your waist in the wet %s.", &op->name); |
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op->stats.food = 2; |
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above->speed_left -= op->move_slow_penalty; |
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} |
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break; |
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|
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case 2: |
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if (rndm (0, 2) == 0) |
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{ |
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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); |
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op->stats.food = 3; |
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above->contr->killer = op; |
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above->stats.hp--; |
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above->speed_left -= op->move_slow_penalty; |
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} |
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break; |
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|
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case 3: |
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if (rndm (0, 4) == 0) |
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{ |
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object *woodsman = find_obj_by_type_subtype (above, SKILL, SK_WOODSMAN); |
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|
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/* player is ready to drown - only woodsman skill can save him */ |
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if (!woodsman) |
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{ |
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op->stats.food = 0; |
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new_draw_info_format (NDI_UNIQUE | NDI_ALL, 1, NULL, "%s disappeared into a %s.", &above->name, &op->name); |
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above->contr->killer = op; |
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|
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above->stats.hp = -1; |
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kill_player (above); /* player dies in the swamp */ |
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} |
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else |
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{ |
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op->stats.food = 2; |
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new_draw_info_format (NDI_UNIQUE, 0, above, |
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"You almost drowned in the %s! You survived due to your woodsman skill.", &op->name); |
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} |
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} |
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break; |
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} |
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} |
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else if (!above->flag [FLAG_ALIVE] && !(above->move_type & MOVE_FLYING) && |
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!(above->flag [FLAG_IS_FLOOR]) && !(above->flag [FLAG_OVERLAY_FLOOR]) && !(above->flag [FLAG_NO_PICK])) |
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{ |
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if (rndm (0, 2) == 0) |
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above->decrease (); |
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} |
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|
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above = nabove; |
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} |
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} |