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elmex |
1.1 |
/* |
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* static char *rcsid_disease_c = |
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root |
1.2 |
* "$Id: disease.C,v 1.1 2006-08-13 17:16:04 elmex Exp $"; |
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elmex |
1.1 |
*/ |
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/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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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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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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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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The authors can be reached via e-mail to crossfire-devel@real-time.com |
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*/ |
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/* This file contains all the code implementing diseases, |
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except for odds and ends in attack.c and in |
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root |
1.2 |
living.c*/ |
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elmex |
1.1 |
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/* |
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For DISEASES: |
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Stat Property Definition |
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attacktype Attack effects Attacktype of the disease. usu. AT_GODPOWER. |
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other_arch Creation object created and dropped when symptom moved. |
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title Message When the "disease" "infects" something, it will |
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print "title victim!!!" to the player who owns |
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root |
1.2 |
the "disease". |
44 |
elmex |
1.1 |
wc+ Infectiousness How well the plague spreads person-to-person |
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magic+ Range range of infection |
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Stats* Disability What stats are reduced by the disease (str con...) |
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maxhp+ Persistence How long the disease can last OUTSIDE the host. |
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value TimeLeft Counter for persistence |
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dam^ Damage How much damage it does (%?). |
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maxgrace+ Duration How long before the disease is naturally cured. |
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food DurCount Counter for Duration |
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speed Speed How often the disease moves. |
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last_sp^ Lethargy Percentage of max speed--10 = 10% speed. |
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maxsp^ Mana deplete Saps mana. |
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ac^ Progressiveness How the diseases increases in severity. |
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last_eat*^ Deplete food saps food if negative |
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last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
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when it runs out |
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exp experience experience awarded when plague cured |
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hp*^ ReduceRegen reduces regeneration of disease-bearer |
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sp*^ ReduceSpRegen reduces spellpoint regeneration |
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name Name Name of the plague |
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msg message What the plague says when it strikes. |
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race those affected species/race the plague strikes (* = everything) |
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level Plague Level General description of the plague's deadliness |
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armour Attenuation reduction in wc per generation of disease. |
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This builds in a self-limiting factor. |
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Explanations: |
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* means this # should be negative to cause adverse effect. |
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+ means that this effect is modulated in spells by ldur |
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^ means that this effect is modulated in spells by ldam |
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attacktype is the attacktype used by the disease to smite "dam" damage with. |
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wc/127 is the chance of someone in range catching it. |
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magic is the range at which infection may occur. If negative, the range is |
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NOT level dependent. |
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Stats are stat modifications. These should typically be negative. |
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maxhp is how long the disease will persist if the host dies and "drops" it, |
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in "disease moves", i.e., moves of the disease. If negative, permanent. |
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value is the counter for maxhp, it starts at maxhp and drops... |
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dam if positive, it is straight damage. if negative, a %-age. |
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maxgrace how long in "disease moves" the disease lasts in the host, if negative, |
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permanent until cured. |
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food if negative, disease is permanent. otherwise, decreases at <speed>, |
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disease goes away at food=0, set to "maxgrace" on infection. |
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speed is the speed of the disease, how fast "disease moves" occur. |
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last_sp is the lethargy imposed on the player by the disease. A lethargy |
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of "1" reduces the players speed to 1% of its normal value. |
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maxsp how much mana is sapped per "disease move". if negative, a %-age is |
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taken. |
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110 |
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ac every "disease move" the severity of the symptoms are increased by |
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ac/100. (severity = 1 + (accumlated_progression)/100) |
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last_eat increases food usage if negative. |
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For SYMPTOMS: |
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Stats modify stats |
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hp modify regen |
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value progression counter (multiplier = value/100) |
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food modify food use (from last_eat in DISEASE) |
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maxsp suck mana ( as noted for DISEASE) |
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last_sp Lethargy |
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msg What to say |
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speed speed of movement, from DISEASE |
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*/ |
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#include <global.h> |
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#include <object.h> |
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#include <living.h> |
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#ifndef __CEXTRACT__ |
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#include <sproto.h> |
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#endif |
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#include <spells.h> |
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#include <sounds.h> |
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#include <skills.h> |
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/* IMPLEMENTATION NOTES |
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root |
1.2 |
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Diseases may be contageous. They are objects which exist in a player's |
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elmex |
1.1 |
inventory. They themselves do nothing, except modify Symptoms, or |
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spread to other live objects. Symptoms are what actually damage the player: |
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these are their own object. */ |
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149 |
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/* check if victim is susceptible to disease. */ |
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static int is_susceptible_to_disease(object *victim, object *disease) |
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{ |
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if(!QUERY_FLAG(victim,FLAG_ALIVE)) return 0; |
153 |
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154 |
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if(strstr(disease->race, "*") && !QUERY_FLAG(victim, FLAG_UNDEAD)) |
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root |
1.2 |
return 1; |
156 |
elmex |
1.1 |
|
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if((disease->race == undead_name) && QUERY_FLAG(victim, FLAG_UNDEAD)) |
158 |
root |
1.2 |
return 1; |
159 |
elmex |
1.1 |
|
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if((victim->race && strstr(disease->race, victim->race)) || |
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strstr(disease->race, victim->name)) |
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root |
1.2 |
return 1; |
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elmex |
1.1 |
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return 0; |
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} |
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167 |
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int move_disease(object *disease) { |
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/* first task is to determine if the disease is inside or outside of someone. |
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* If outside, we decrement 'value' until we're gone. |
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*/ |
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if(disease->env==NULL) { /* we're outside of someone */ |
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root |
1.2 |
if ( disease->stats.maxhp > 0 ) disease->value--; |
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if(disease->value==0) { |
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remove_ob(disease); |
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free_object(disease); |
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return 1; |
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} |
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elmex |
1.1 |
} else { |
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root |
1.2 |
/* if we're inside a person, have the disease run its course */ |
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/* negative foods denote "perpetual" diseases. */ |
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if(disease->stats.food>0) { |
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disease->stats.food--; |
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if (disease->stats.food==0) { |
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remove_symptoms(disease); /* remove the symptoms of this disease */ |
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grant_immunity(disease); |
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remove_ob(disease); |
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free_object(disease); |
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return 1; |
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} |
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} |
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elmex |
1.1 |
} |
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/* check to see if we infect others */ |
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check_infection(disease); |
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/* impose or modify the symptoms of the disease */ |
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if(disease->env && is_susceptible_to_disease(disease->env, disease)) |
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root |
1.2 |
do_symptoms(disease); |
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elmex |
1.1 |
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return 0; |
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} |
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/* remove any symptoms of disease |
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* Modified by MSW 2003-03-28 do try to find all the symptom the |
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* player may have - I think through some odd interactoins with |
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* disease level and player level and whatnot, a player could get |
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* more than one symtpom to a disease. |
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*/ |
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int remove_symptoms(object *disease) { |
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object *symptom, *victim=NULL; |
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while ((symptom = find_symptom(disease)) != NULL) { |
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root |
1.2 |
if (!victim) victim=symptom->env; |
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remove_ob(symptom); |
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free_object(symptom); |
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elmex |
1.1 |
} |
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if(victim) fix_player(victim); |
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return 0; |
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} |
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/* argument is a disease */ |
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object * find_symptom(object *disease) { |
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object *walk; |
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/* check the inventory for symptoms */ |
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for(walk=disease->env->inv;walk;walk = walk->below) |
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root |
1.2 |
if(!strcmp(walk->name,disease->name)&&walk->type==SYMPTOM) return walk; |
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elmex |
1.1 |
return NULL; |
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} |
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/* searches around for more victims to infect */ |
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int check_infection(object *disease) { |
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int x,y,range, mflags; |
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mapstruct *map, *map2; |
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object *tmp; |
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sint16 i, j, i2, j2; |
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range = abs(disease->magic); |
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if(disease->env) { |
241 |
root |
1.2 |
x = disease->env->x; |
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y = disease->env->y; |
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map=disease->env->map; |
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elmex |
1.1 |
} |
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else { |
246 |
root |
1.2 |
x = disease->x; |
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y = disease->y; |
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map = disease->map; |
249 |
elmex |
1.1 |
} |
250 |
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if(map == NULL) return 0; |
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for(i=x-range;i<=x+range;i++) { |
253 |
root |
1.2 |
for(j=y-range;j<=y+range;j++) { |
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mflags = get_map_flags(map,&map2, i,j, &i2, &j2); |
255 |
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if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) { |
256 |
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for(tmp=get_map_ob(map2,i2,j2);tmp;tmp=tmp->above) { |
257 |
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infect_object(tmp,disease,0); |
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} |
259 |
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} |
260 |
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} |
261 |
elmex |
1.1 |
} |
262 |
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return 1; |
263 |
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} |
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265 |
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266 |
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/* check to see if an object is infectable: |
267 |
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* objects with immunity aren't infectable. |
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* objects already infected aren't infectable. |
269 |
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* dead objects aren't infectable. |
270 |
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* undead objects are infectible only if specifically named. |
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*/ |
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int infect_object(object *victim, object *disease, int force) { |
273 |
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object *tmp; |
274 |
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object *new_disease; |
275 |
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276 |
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/* don't infect inanimate objects */ |
277 |
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if(!QUERY_FLAG(victim,FLAG_MONSTER) && !(victim->type==PLAYER)) return 0; |
278 |
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279 |
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/* check and see if victim can catch disease: diseases |
280 |
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* are specific |
281 |
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*/ |
282 |
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if(!is_susceptible_to_disease(victim, disease)) return 0; |
283 |
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284 |
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/* roll the dice on infection before doing the inventory check! */ |
285 |
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if(!force && (random_roll(0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
286 |
root |
1.2 |
return 0; |
287 |
elmex |
1.1 |
|
288 |
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/* do an immunity check */ |
289 |
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if(victim->head) tmp = victim->head->inv; |
290 |
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else tmp = victim->inv; |
291 |
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292 |
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/* There used to (IMO) be a flaw in the below - it used to be the case |
293 |
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* that if level check was done for both immunity and disease. This could |
294 |
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* result in a person with multiple afflictions of the same disease |
295 |
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* (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
296 |
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* they were cast in that same order. Instead, change it so that |
297 |
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* if you diseased, you can't get diseased more. |
298 |
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*/ |
299 |
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300 |
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for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { |
301 |
root |
1.2 |
if(tmp->type == SIGN && !strcmp(tmp->name,disease->name) && tmp->level >= disease->level) |
302 |
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return 0; /*Immune! */ |
303 |
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else if (tmp->type==DISEASE && !strcmp(tmp->name,disease->name)) |
304 |
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return 0; /* already diseased */ |
305 |
elmex |
1.1 |
} |
306 |
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307 |
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/* If we've gotten this far, go ahead and infect the victim. */ |
308 |
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new_disease = get_object(); |
309 |
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copy_object(disease,new_disease); |
310 |
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new_disease->stats.food=disease->stats.maxgrace; |
311 |
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new_disease->value=disease->stats.maxhp; |
312 |
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new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
313 |
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314 |
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/* Unfortunately, set_owner does the wrong thing to the skills pointers |
315 |
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* resulting in exp going into the owners *current* chosen skill. |
316 |
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*/ |
317 |
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318 |
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if(get_owner(disease)) { |
319 |
root |
1.2 |
set_owner(new_disease,disease->owner); |
320 |
elmex |
1.1 |
|
321 |
root |
1.2 |
/* Only need to update skill if different */ |
322 |
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if (new_disease->skill != disease->skill) { |
323 |
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if (new_disease->skill) free_string(new_disease->skill); |
324 |
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if (disease->skill) new_disease->skill = add_refcount(disease->skill); |
325 |
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} |
326 |
elmex |
1.1 |
} |
327 |
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else { /* for diseases which are passed by hitting, set owner and praying skill*/ |
328 |
root |
1.2 |
if(disease->env && disease->env->type==PLAYER) { |
329 |
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object *player = disease->env; |
330 |
elmex |
1.1 |
|
331 |
root |
1.2 |
set_owner(new_disease,player); |
332 |
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/* the skill pointer for these diseases should already be set up - |
333 |
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* hardcoding in 'praying' is not the right approach. |
334 |
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*/ |
335 |
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} |
336 |
elmex |
1.1 |
} |
337 |
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338 |
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insert_ob_in_ob(new_disease,victim); |
339 |
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/* This appears to be a horrible case of overloading 'NO_PASS' |
340 |
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* for meaning in the diseases. |
341 |
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*/ |
342 |
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new_disease->move_block = 0; |
343 |
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if(new_disease->owner && new_disease->owner->type==PLAYER) { |
344 |
root |
1.2 |
char buf[128]; |
345 |
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/* if the disease has a title, it has a special infection message |
346 |
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* This messages is printed in the form MESSAGE victim |
347 |
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*/ |
348 |
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if(new_disease->title) |
349 |
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sprintf(buf,"%s %s!!",disease->title,victim->name); |
350 |
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else |
351 |
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sprintf(buf,"You infect %s with your disease, %s!",victim->name,new_disease->name); |
352 |
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353 |
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if(victim->type == PLAYER) |
354 |
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new_draw_info(NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
355 |
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else |
356 |
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new_draw_info(0, 4, new_disease->owner, buf); |
357 |
elmex |
1.1 |
} |
358 |
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if(victim->type==PLAYER) |
359 |
root |
1.2 |
new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,"You suddenly feel ill."); |
360 |
elmex |
1.1 |
|
361 |
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return 1; |
362 |
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363 |
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} |
364 |
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365 |
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366 |
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367 |
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/* this function monitors the symptoms caused by the disease (if any), |
368 |
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causes symptoms, and modifies existing symptoms in the case of |
369 |
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existing diseases. */ |
370 |
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371 |
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int do_symptoms(object *disease) { |
372 |
|
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object *symptom; |
373 |
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object *victim; |
374 |
|
|
object *tmp; |
375 |
|
|
victim = disease->env; |
376 |
|
|
|
377 |
|
|
/* This is a quick hack - for whatever reason, disease->env will point |
378 |
|
|
* back to disease, causing endless loops. Why this happens really needs |
379 |
|
|
* to be found, but this should at least prevent the infinite loops. |
380 |
|
|
*/ |
381 |
|
|
|
382 |
|
|
if(victim == NULL || victim==disease) |
383 |
root |
1.2 |
return 0;/* no-one to inflict symptoms on */ |
384 |
elmex |
1.1 |
|
385 |
|
|
symptom = find_symptom(disease); |
386 |
|
|
if(symptom==NULL) { |
387 |
root |
1.2 |
/* no symptom? need to generate one! */ |
388 |
|
|
object *new_symptom; |
389 |
elmex |
1.1 |
|
390 |
root |
1.2 |
/* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
391 |
|
|
if(!is_susceptible_to_disease(victim, disease)) return 0; |
392 |
elmex |
1.1 |
|
393 |
root |
1.2 |
/* check for an actual immunity */ |
394 |
|
|
/* do an immunity check */ |
395 |
|
|
if(victim->head) tmp = victim->head->inv; |
396 |
|
|
else tmp = victim->inv; |
397 |
|
|
|
398 |
|
|
for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { |
399 |
|
|
if(tmp->type == SIGN) /* possibly an immunity, or diseased*/ |
400 |
|
|
if(!strcmp(tmp->name,disease->name) && tmp->level >= disease->level) |
401 |
|
|
return 0; /*Immune! */ |
402 |
|
|
} |
403 |
|
|
|
404 |
|
|
new_symptom = get_archetype(ARCH_SYMPTOM); |
405 |
|
|
|
406 |
|
|
/* Something special done with dam. We want diseases to be more |
407 |
|
|
* random in what they'll kill, so we'll make the damage they |
408 |
|
|
* do random, note, this has a weird effect with progressive diseases. |
409 |
|
|
*/ |
410 |
|
|
if(disease->stats.dam != 0) { |
411 |
|
|
int dam = disease->stats.dam; |
412 |
|
|
|
413 |
|
|
/* reduce the damage, on average, 50%, and making things random. */ |
414 |
|
|
|
415 |
|
|
dam = random_roll(1, FABS(dam), victim, PREFER_LOW); |
416 |
|
|
if(disease->stats.dam < 0) dam = -dam; |
417 |
|
|
new_symptom->stats.dam = dam; |
418 |
|
|
} |
419 |
elmex |
1.1 |
|
420 |
|
|
|
421 |
root |
1.2 |
new_symptom->stats.maxsp = disease->stats.maxsp; |
422 |
|
|
new_symptom->stats.food = new_symptom->stats.maxgrace; |
423 |
elmex |
1.1 |
|
424 |
root |
1.2 |
FREE_AND_COPY(new_symptom->name, disease->name); |
425 |
|
|
FREE_AND_COPY(new_symptom->name_pl, disease->name); |
426 |
|
|
new_symptom->level = disease->level; |
427 |
|
|
new_symptom->speed = disease->speed; |
428 |
|
|
new_symptom->value = 0; |
429 |
|
|
new_symptom->stats.Str =disease->stats.Str; |
430 |
|
|
new_symptom->stats.Dex = disease->stats.Dex; |
431 |
|
|
new_symptom->stats.Con = disease->stats.Con; |
432 |
|
|
new_symptom->stats.Wis = disease->stats.Wis; |
433 |
|
|
new_symptom->stats.Int = disease->stats.Int; |
434 |
|
|
new_symptom->stats.Pow = disease->stats.Pow; |
435 |
|
|
new_symptom->stats.Cha = disease->stats.Cha; |
436 |
|
|
new_symptom->stats.sp = disease->stats.sp; |
437 |
|
|
new_symptom->stats.food =disease->last_eat; |
438 |
|
|
new_symptom->stats.maxsp = disease->stats.maxsp; |
439 |
|
|
new_symptom->last_sp = disease->last_sp; |
440 |
|
|
new_symptom->stats.exp = 0; |
441 |
|
|
new_symptom->stats.hp = disease->stats.hp; |
442 |
|
|
new_symptom->msg = add_string(disease->msg); |
443 |
|
|
new_symptom->attacktype = disease->attacktype; |
444 |
|
|
new_symptom->other_arch = disease->other_arch; |
445 |
|
|
|
446 |
|
|
set_owner(new_symptom,disease->owner); |
447 |
|
|
if (new_symptom->skill != disease->skill) { |
448 |
|
|
if (new_symptom->skill) free_string(new_symptom->skill); |
449 |
|
|
if (disease->skill) new_symptom->skill = add_refcount(disease->skill); |
450 |
|
|
} |
451 |
|
|
new_symptom->move_block=0; |
452 |
|
|
insert_ob_in_ob(new_symptom,victim); |
453 |
|
|
return 1; |
454 |
elmex |
1.1 |
} |
455 |
|
|
|
456 |
|
|
/* now deal with progressing diseases: we increase the debility |
457 |
|
|
* caused by the symptoms. |
458 |
|
|
*/ |
459 |
|
|
|
460 |
|
|
if(disease->stats.ac!=0) { |
461 |
root |
1.2 |
float scale; |
462 |
elmex |
1.1 |
|
463 |
root |
1.2 |
symptom->value += disease->stats.ac; |
464 |
|
|
scale = 1.0 + symptom->value/100.0; |
465 |
|
|
/* now rescale all the debilities */ |
466 |
|
|
symptom->stats.Str = (int) (scale*disease->stats.Str); |
467 |
|
|
symptom->stats.Dex = (int) (scale*disease->stats.Dex); |
468 |
|
|
symptom->stats.Con = (int) (scale*disease->stats.Con); |
469 |
|
|
symptom->stats.Wis = (int) (scale*disease->stats.Wis); |
470 |
|
|
symptom->stats.Int = (int) (scale*disease->stats.Int); |
471 |
|
|
symptom->stats.Pow = (int) (scale*disease->stats.Pow); |
472 |
|
|
symptom->stats.Cha = (int) (scale*disease->stats.Cha); |
473 |
|
|
symptom->stats.dam = (int) (scale*disease->stats.dam); |
474 |
|
|
symptom->stats.sp = (int) (scale*disease->stats.sp); |
475 |
|
|
symptom->stats.food = (int) (scale*disease->last_eat); |
476 |
|
|
symptom->stats.maxsp = (int) (scale*disease->stats.maxsp); |
477 |
|
|
symptom->last_sp = (int) (scale*disease->last_sp); |
478 |
|
|
symptom->stats.exp = 0; |
479 |
|
|
symptom->stats.hp = (int) (scale*disease->stats.hp); |
480 |
|
|
symptom->msg = add_string(disease->msg); |
481 |
|
|
symptom->attacktype = disease->attacktype; |
482 |
|
|
symptom->other_arch = disease->other_arch; |
483 |
elmex |
1.1 |
} |
484 |
|
|
SET_FLAG(symptom,FLAG_APPLIED); |
485 |
|
|
fix_player(victim); |
486 |
|
|
return 1; |
487 |
|
|
} |
488 |
|
|
|
489 |
|
|
|
490 |
|
|
/* grants immunity to plagues we've seen before. */ |
491 |
|
|
int grant_immunity(object *disease) { |
492 |
|
|
object * immunity; |
493 |
|
|
object *walk; |
494 |
|
|
/* Don't give immunity to this disease if last_heal is set. */ |
495 |
|
|
if(disease->last_heal) return 0; |
496 |
|
|
/* first, search for an immunity of the same name */ |
497 |
|
|
for(walk=disease->env->inv;walk;walk=walk->below) { |
498 |
root |
1.2 |
if(walk->type==98 && !strcmp(disease->name,walk->name)) { |
499 |
|
|
walk->level = disease->level; |
500 |
|
|
return 1; /* just update the existing immunity. */ |
501 |
|
|
} |
502 |
elmex |
1.1 |
} |
503 |
|
|
immunity = get_archetype("immunity"); |
504 |
|
|
immunity->name = add_string(disease->name); |
505 |
|
|
immunity->level = disease->level; |
506 |
|
|
immunity->move_block = 0; |
507 |
|
|
insert_ob_in_ob(immunity,disease->env); |
508 |
|
|
return 1; |
509 |
|
|
|
510 |
|
|
} |
511 |
|
|
|
512 |
|
|
|
513 |
|
|
/* make the symptom do the nasty things it does */ |
514 |
|
|
|
515 |
|
|
int move_symptom(object *symptom) { |
516 |
|
|
object *victim = symptom->env; |
517 |
|
|
object *new_ob; |
518 |
|
|
int sp_reduce; |
519 |
|
|
|
520 |
|
|
if(victim == NULL || victim->map==NULL) { /* outside a monster/player, die immediately */ |
521 |
root |
1.2 |
remove_ob(symptom); |
522 |
|
|
free_object(symptom); |
523 |
|
|
return 0; |
524 |
elmex |
1.1 |
} |
525 |
|
|
|
526 |
|
|
if(symptom->stats.dam > 0) hit_player(victim,symptom->stats.dam,symptom,symptom->attacktype,1); |
527 |
|
|
else hit_player(victim,(int) MAX(1,-victim->stats.maxhp * symptom->stats.dam / 100.0),symptom,symptom->attacktype,1); |
528 |
|
|
|
529 |
|
|
if(symptom->stats.maxsp>0) sp_reduce = symptom->stats.maxsp; |
530 |
|
|
else sp_reduce = (int) MAX(1,victim->stats.maxsp * symptom->stats.maxsp/100.0); |
531 |
|
|
victim->stats.sp = MAX(0,victim->stats.sp - sp_reduce); |
532 |
|
|
|
533 |
|
|
/* create the symptom "other arch" object and drop it here |
534 |
|
|
* under every part of the monster |
535 |
|
|
* The victim may well have died. |
536 |
|
|
*/ |
537 |
|
|
|
538 |
|
|
if(victim->map==NULL) return 0; |
539 |
|
|
if(symptom->other_arch) { |
540 |
root |
1.2 |
object *tmp; |
541 |
|
|
tmp=victim; |
542 |
|
|
if(tmp->head!=NULL) tmp=tmp->head; |
543 |
|
|
for(/*tmp initialized above */;tmp!=NULL;tmp=tmp->more) { |
544 |
|
|
new_ob = arch_to_object(symptom->other_arch); |
545 |
|
|
new_ob->x = tmp->x; |
546 |
|
|
new_ob->y = tmp->y; |
547 |
|
|
new_ob->map = victim->map; |
548 |
|
|
insert_ob_in_map(new_ob,victim->map,victim,0); |
549 |
|
|
} |
550 |
elmex |
1.1 |
} |
551 |
|
|
new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,symptom->msg); |
552 |
|
|
|
553 |
|
|
return 1; |
554 |
|
|
} |
555 |
|
|
|
556 |
|
|
|
557 |
|
|
/* possibly infect due to direct physical contact |
558 |
|
|
i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
559 |
|
|
|
560 |
|
|
int check_physically_infect(object *victim, object *hitter) { |
561 |
|
|
object *walk; |
562 |
|
|
/* search for diseases, give every disease a chance to infect */ |
563 |
|
|
for(walk=hitter->inv;walk!=NULL;walk=walk->below) |
564 |
root |
1.2 |
if(walk->type==DISEASE) infect_object(victim,walk,0); |
565 |
elmex |
1.1 |
return 1; |
566 |
|
|
} |
567 |
|
|
|
568 |
|
|
/* find a disease in someone*/ |
569 |
|
|
object *find_disease(object *victim) { |
570 |
|
|
object *walk; |
571 |
|
|
for(walk=victim->inv;walk;walk=walk->below) |
572 |
root |
1.2 |
if(walk->type==DISEASE) return walk; |
573 |
elmex |
1.1 |
return NULL; |
574 |
|
|
} |
575 |
root |
1.2 |
|
576 |
elmex |
1.1 |
/* do the cure disease stuff, from the spell "cure disease" */ |
577 |
|
|
|
578 |
|
|
int cure_disease(object *sufferer,object *caster) { |
579 |
|
|
object *disease, *next; |
580 |
|
|
int casting_level; |
581 |
|
|
int cure=0; |
582 |
|
|
|
583 |
|
|
if(caster) casting_level = caster->level; |
584 |
|
|
else casting_level = 1000; /* if null caster, CURE all. */ |
585 |
|
|
|
586 |
|
|
for(disease=sufferer->inv;disease;disease=next) { |
587 |
root |
1.2 |
next=disease->below; |
588 |
elmex |
1.1 |
|
589 |
root |
1.2 |
if(disease->type==DISEASE) { /* attempt to cure this disease */ |
590 |
|
|
/* If caster lvel is higher than disease level, cure chance |
591 |
|
|
* is automatic. If lower, then the chance is basically |
592 |
|
|
* 1 in level_diff - if there is a 5 level difference, chance |
593 |
|
|
* is 1 in 5. |
594 |
|
|
*/ |
595 |
|
|
if ((casting_level >= disease->level) || |
596 |
|
|
( ! (random_roll(0, (disease->level - casting_level - 1), |
597 |
|
|
caster, PREFER_LOW) ))) { |
598 |
|
|
|
599 |
|
|
remove_symptoms(disease); |
600 |
|
|
remove_ob(disease); |
601 |
|
|
cure=1; |
602 |
|
|
if(caster) change_exp(caster,disease->stats.exp, |
603 |
|
|
caster->chosen_skill?caster->chosen_skill->skill:NULL, 0); |
604 |
|
|
free_object(disease); |
605 |
|
|
} |
606 |
|
|
} |
607 |
elmex |
1.1 |
} |
608 |
|
|
if (cure) { |
609 |
root |
1.2 |
/* Only draw these messages once */ |
610 |
|
|
if (caster) |
611 |
|
|
new_draw_info_format(NDI_UNIQUE,0,caster,"You cure a disease!"); |
612 |
|
|
new_draw_info(NDI_UNIQUE,0,sufferer,"You no longer feel diseased."); |
613 |
elmex |
1.1 |
} |
614 |
|
|
return 1; |
615 |
|
|
} |
616 |
|
|
|
617 |
|
|
/* reduces disease progression: reduce_symptoms |
618 |
|
|
* return true if we actually reduce a disease. |
619 |
|
|
*/ |
620 |
|
|
|
621 |
|
|
int reduce_symptoms(object *sufferer, int reduction) { |
622 |
|
|
object *walk; |
623 |
|
|
int success=0; |
624 |
|
|
|
625 |
|
|
for(walk=sufferer->inv;walk;walk=walk->below) { |
626 |
root |
1.2 |
if(walk->type==SYMPTOM) { |
627 |
|
|
if(walk->value > 0) { |
628 |
|
|
success=1; |
629 |
|
|
walk->value = MAX(0,walk->value - 2*reduction); |
630 |
|
|
/* give the disease time to modify this symptom, |
631 |
|
|
* and reduce its severity. */ |
632 |
|
|
walk->speed_left = 0; |
633 |
|
|
} |
634 |
|
|
} |
635 |
elmex |
1.1 |
} |
636 |
|
|
if (success) |
637 |
root |
1.2 |
new_draw_info(NDI_UNIQUE,0,sufferer,"Your illness seems less severe."); |
638 |
elmex |
1.1 |
return success; |
639 |
|
|
} |
640 |
|
|
|