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/cvs/deliantra/server/server/swamp.C
Revision: 1.19
Committed: Tue Jan 3 11:25:37 2012 UTC (12 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.18: +1 -1 lines
Log Message:
update copyrights to 2012

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2005 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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>
23 */
24
25 #include <global.h>
26 #ifndef __CEXTRACT__
27 # include <sproto.h>
28 #endif
29
30 /* Note this code is very specialized for swamps, in terms of the messages
31 * as well as handling of move types.
32 */
33
34 void
35 walk_on_deep_swamp (object *op, object *victim)
36 {
37 if (victim->type == PLAYER && victim->stats.hp >= 0 && !(victim->move_type & MOVE_FLYING))
38 {
39 new_draw_info_format (NDI_UNIQUE, 0, victim, "You are down to your knees in the %s.", &op->name);
40 op->stats.food = 1;
41 victim->speed_left -= op->move_slow_penalty;
42 }
43 }
44
45 void
46 move_deep_swamp (object *op)
47 {
48 object *above = op->above;
49 object *nabove;
50
51 while (above)
52 {
53 nabove = above->above;
54 if (above->type == PLAYER && !(above->move_type & MOVE_FLYING) && above->stats.hp >= 0 && !above->flag [FLAG_WIZ])
55 {
56 if (op->stats.food < 1)
57 {
58 LOG (llevDebug, "move_deep_swamp(): player is here, but state is " "%d\n", op->stats.food);
59 op->stats.food = 1;
60 }
61
62 switch (op->stats.food)
63 {
64 case 1:
65 if (rndm (0, 2) == 0)
66 {
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;
69 above->speed_left -= op->move_slow_penalty;
70 }
71 break;
72
73 case 2:
74 if (rndm (0, 2) == 0)
75 {
76 new_draw_info_format (NDI_UNIQUE | NDI_RED, 0, above, "You are down to your NECK in the dangerous %s.", &op->name);
77 op->stats.food = 3;
78 above->contr->killer = op;
79 above->stats.hp--;
80 above->speed_left -= op->move_slow_penalty;
81 }
82 break;
83
84 case 3:
85 if (rndm (0, 4) == 0)
86 {
87 object *woodsman = find_obj_by_type_subtype (above, SKILL, SK_WOODSMAN);
88
89 /* player is ready to drown - only woodsman skill can save him */
90 if (!woodsman)
91 {
92 op->stats.food = 0;
93 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 1, NULL, "%s disappeared into a %s.", &above->name, &op->name);
94 above->contr->killer = op;
95
96 above->stats.hp = -1;
97 kill_player (above); /* player dies in the swamp */
98 }
99 else
100 {
101 op->stats.food = 2;
102 new_draw_info_format (NDI_UNIQUE, 0, above,
103 "You almost drowned in the %s! You survived due to your woodsman skill.", &op->name);
104 }
105 }
106 break;
107 }
108 }
109 else if (!above->flag [FLAG_ALIVE] && !(above->move_type & MOVE_FLYING) &&
110 !(above->flag [FLAG_IS_FLOOR]) && !(above->flag [FLAG_OVERLAY_FLOOR]) && !(above->flag [FLAG_NO_PICK]))
111 {
112 if (rndm (0, 2) == 0)
113 above->decrease ();
114 }
115
116 above = nabove;
117 }
118 }