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|
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/* |
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* static char *rcsid_swamp_c = |
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* "$Id: swamp.C,v 1.3 2006-09-03 00:18:42 root Exp $"; |
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*/ |
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|
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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2005 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your 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 GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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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 && !QUERY_FLAG (above, 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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sprintf (above->contr->killer, "drowning in a %s", &op->name); |
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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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sprintf (above->contr->killer, "drowning in a %s", &op->name); |
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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 (!QUERY_FLAG (above, FLAG_ALIVE) && !(above->move_type & MOVE_FLYING) && |
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!(QUERY_FLAG (above, FLAG_IS_FLOOR)) && !(QUERY_FLAG (above, FLAG_OVERLAY_FLOOR)) && !(QUERY_FLAG (above, FLAG_NO_PICK))) |
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{ |
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if (rndm (0, 2) == 0) |
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decrease_ob (above); |
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} |
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above = nabove; |
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} |
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} |