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Comparing deliantra/server/server/swamp.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:05 2006 UTC vs.
Revision 1.14 by root, Mon Oct 12 14:00:59 2009 UTC

1/* 1/*
2 * static char *rcsid_swamp_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: swamp.C,v 1.1 2006/08/13 17:16:05 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2005 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28 24
29#include <global.h> 25#include <global.h>
30#ifndef __CEXTRACT__ 26#ifndef __CEXTRACT__
31#include <sproto.h> 27# include <sproto.h>
32#endif 28#endif
33 29
34/* Note this code is very specialized for swamps, in terms of the messages 30/* Note this code is very specialized for swamps, in terms of the messages
35 * as well as handling of move types. 31 * as well as handling of move types.
36 */ 32 */
37 33
34void
38void walk_on_deep_swamp (object *op, object *victim) 35walk_on_deep_swamp (object *op, object *victim)
39{ 36{
40 if (victim->type == PLAYER && victim->stats.hp >= 0 && !(victim->move_type & MOVE_FLYING)) { 37 if (victim->type == PLAYER && victim->stats.hp >= 0 && !(victim->move_type & MOVE_FLYING))
38 {
41 new_draw_info_format(NDI_UNIQUE, 0, victim, "You are down to your knees in the %s.", op->name); 39 new_draw_info_format (NDI_UNIQUE, 0, victim, "You are down to your knees in the %s.", &op->name);
42 op->stats.food = 1; 40 op->stats.food = 1;
43 victim->speed_left -= op->move_slow_penalty; 41 victim->speed_left -= op->move_slow_penalty;
44 } 42 }
45} 43}
46 44
45void
47void move_deep_swamp (object *op) 46move_deep_swamp (object *op)
48{ 47{
49 object *above = op->above; 48 object *above = op->above;
50 object *nabove; 49 object *nabove;
51 50
52 while(above) { 51 while (above)
52 {
53 nabove = above->above; 53 nabove = above->above;
54 if (above->type == PLAYER && !(above->move_type & MOVE_FLYING) && above->stats.hp >= 0 && !QUERY_FLAG(above,FLAG_WIZ)) { 54 if (above->type == PLAYER && !(above->move_type & MOVE_FLYING) && above->stats.hp >= 0 && !QUERY_FLAG (above, FLAG_WIZ))
55 {
55 if (op->stats.food < 1) { 56 if (op->stats.food < 1)
57 {
56 LOG (llevDebug, "move_deep_swamp(): player is here, but state is " 58 LOG (llevDebug, "move_deep_swamp(): player is here, but state is " "%d\n", op->stats.food);
57 "%d\n", op->stats.food); 59 op->stats.food = 1;
58 op->stats.food = 1; 60 }
59 }
60 61
61 switch(op->stats.food) { 62 switch (op->stats.food)
62 case 1: 63 {
63 if (rndm(0, 2) == 0) { 64 case 1:
64 new_draw_info_format(NDI_UNIQUE, 0,above, 65 if (rndm (0, 2) == 0)
65 "You are down to your waist in the wet %s.", op->name); 66 {
66 op->stats.food = 2; 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;
67 above->speed_left -= op->move_slow_penalty; 69 above->speed_left -= op->move_slow_penalty;
68 } 70 }
69 break; 71 break;
70 72
71 case 2: 73 case 2:
72 if (rndm(0, 2) == 0) { 74 if (rndm (0, 2) == 0)
73 new_draw_info_format(NDI_UNIQUE | NDI_RED, 0,above, 75 {
74 "You are down to your NECK in the dangerous %s.", op->name); 76 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, above, "You are down to your NECK in the dangerous %s.", &op->name);
75 op->stats.food = 3; 77 op->stats.food = 3;
76 sprintf(above->contr->killer,"drowning in a %s", op->name); 78 above->contr->killer = op;
77 above->stats.hp--; 79 above->stats.hp--;
78 above->speed_left -= op->move_slow_penalty; 80 above->speed_left -= op->move_slow_penalty;
79 } 81 }
80 break; 82 break;
81 83
82 case 3: 84 case 3:
83 if (rndm(0, 4) == 0) { 85 if (rndm (0, 4) == 0)
86 {
84 object *woodsman = find_obj_by_type_subtype(above, SKILL, SK_WOODSMAN); 87 object *woodsman = find_obj_by_type_subtype (above, SKILL, SK_WOODSMAN);
85 88
86 /* player is ready to drown - only woodsman skill can save him */ 89 /* player is ready to drown - only woodsman skill can save him */
87 if (!woodsman) { 90 if (!woodsman)
88 op->stats.food = 0; 91 {
89 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 1, NULL, 92 op->stats.food = 0;
90 "%s disappeared into a %s.",above->name, op->name); 93 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 1, NULL, "%s disappeared into a %s.", &above->name, &op->name);
91 sprintf(above->contr->killer,"drowning in a %s", op->name); 94 above->contr->killer = op;
92 95
93 above->stats.hp = -1; 96 above->stats.hp = -1;
94 kill_player(above); /* player dies in the swamp */ 97 kill_player (above); /* player dies in the swamp */
95 } 98 }
96 else { 99 else
97 op->stats.food = 2; 100 {
101 op->stats.food = 2;
98 new_draw_info_format(NDI_UNIQUE, 0,above, 102 new_draw_info_format (NDI_UNIQUE, 0, above,
99 "You almost drowned in the %s! You survived due to your woodsman skill.", op->name); 103 "You almost drowned in the %s! You survived due to your woodsman skill.", &op->name);
100 } 104 }
101 } 105 }
102 break; 106 break;
103 } 107 }
108 }
104 } else if (!QUERY_FLAG(above, FLAG_ALIVE) && !(above->move_type & MOVE_FLYING) && 109 else if (!QUERY_FLAG (above, FLAG_ALIVE) && !(above->move_type & MOVE_FLYING) &&
105 !(QUERY_FLAG(above,FLAG_IS_FLOOR)) && !(QUERY_FLAG(above,FLAG_OVERLAY_FLOOR)) && 110 !(QUERY_FLAG (above, FLAG_IS_FLOOR)) && !(QUERY_FLAG (above, FLAG_OVERLAY_FLOOR)) && !(QUERY_FLAG (above, FLAG_NO_PICK)))
106 !(QUERY_FLAG(above, FLAG_NO_PICK))) { 111 {
107 if (rndm(0, 2) == 0) decrease_ob(above); 112 if (rndm (0, 2) == 0)
108 } 113 above->decrease ();
114 }
115
109 above = nabove; 116 above = nabove;
110 } 117 }
111} 118}

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