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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, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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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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|
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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 to <crossfire@schmorp.de> |
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*/ |
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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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living.c*/ |
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|
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|
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|
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/* |
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|
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For DISEASES: |
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Stat Property Definition |
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|
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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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the "disease". |
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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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|
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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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|
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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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|
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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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|
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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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|
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|
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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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|
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attacktype is the attacktype used by the disease to smite "dam" damage with. |
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|
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wc/127 is the chance of someone in range catching it. |
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|
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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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|
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Stats are stat modifications. These should typically be negative. |
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|
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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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|
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|
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value is the counter for maxhp, it starts at maxhp and drops... |
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|
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dam if positive, it is straight damage. if negative, a %-age. |
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|
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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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|
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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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|
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speed is the speed of the disease, how fast "disease moves" occur. |
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|
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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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|
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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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|
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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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|
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last_eat increases food usage if negative. |
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|
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|
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|
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For SYMPTOMS: |
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|
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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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|
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*/ |
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|
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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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#include <sproto.h> |
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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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|
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/* IMPLEMENTATION NOTES |
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|
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Diseases may be contageous. They are objects which exist in a player's |
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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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|
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/* check if victim is susceptible to disease. */ |
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static int |
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is_susceptible_to_disease (object *victim, object *disease) |
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{ |
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if (!QUERY_FLAG (victim, FLAG_ALIVE)) |
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return 0; |
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|
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if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
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return 1; |
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|
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if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
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return 1; |
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|
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if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
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return 1; |
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|
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return 0; |
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} |
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|
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int |
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move_disease (object *disease) |
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{ |
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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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|
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if (disease->env == NULL) |
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{ /* we're outside of someone */ |
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if (disease->stats.maxhp > 0) |
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disease->value--; |
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|
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if (disease->value == 0) |
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{ |
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disease->destroy (); |
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return 1; |
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} |
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} |
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else |
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{ |
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/* 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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{ |
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disease->stats.food--; |
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|
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if (disease->stats.food == 0) |
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{ |
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remove_symptoms (disease); /* remove the symptoms of this disease */ |
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grant_immunity (disease); |
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disease->destroy (); |
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return 1; |
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} |
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} |
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} |
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|
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/* check to see if we infect others */ |
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check_infection (disease); |
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|
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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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do_symptoms (disease); |
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|
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return 0; |
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} |
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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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|
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int |
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remove_symptoms (object *disease) |
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{ |
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object *symptom, *victim = NULL; |
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|
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while ((symptom = find_symptom (disease)) != NULL) |
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{ |
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if (!victim) |
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victim = symptom->env; |
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|
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symptom->destroy (); |
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} |
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|
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if (victim) |
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victim->update_stats (); |
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return 0; |
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} |
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|
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/* argument is a disease */ |
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object * |
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find_symptom (object *disease) |
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{ |
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object *walk; |
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|
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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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if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM) |
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return walk; |
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return NULL; |
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} |
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|
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/* searches around for more victims to infect */ |
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int |
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check_infection (object *disease) |
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{ |
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int x, y, range, mflags; |
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maptile *map, *map2; |
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object *tmp; |
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|
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range = abs (disease->magic); |
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|
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if (disease->env) |
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{ |
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x = disease->env->x; |
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y = disease->env->y; |
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map = disease->env->map; |
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} |
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else |
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{ |
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x = disease->x; |
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y = disease->y; |
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map = disease->map; |
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} |
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|
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if (!map) |
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return 0; |
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|
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for (int i = x - range; i <= x + range; i++) |
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for (int j = y - range; j <= y + range; j++) |
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{ |
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sint16 i2, j2; |
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mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
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|
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if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
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for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) |
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infect_object (tmp, disease, 0); |
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} |
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|
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return 1; |
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} |
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|
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|
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/* check to see if an object is infectable: |
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* objects with immunity aren't infectable. |
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* objects already infected aren't infectable. |
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* dead objects aren't infectable. |
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* undead objects are infectible only if specifically named. |
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*/ |
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int |
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infect_object (object *victim, object *disease, int force) |
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{ |
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object *tmp; |
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object *new_disease; |
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|
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/* don't infect inanimate objects */ |
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if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) |
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return 0; |
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|
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/* check and see if victim can catch disease: diseases |
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* are specific |
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*/ |
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if (!is_susceptible_to_disease (victim, disease)) |
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return 0; |
309 |
|
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/* roll the dice on infection before doing the inventory check! */ |
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if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
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return 0; |
313 |
|
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/* do an immunity check */ |
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if (victim->head) |
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tmp = victim->head->inv; |
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else |
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tmp = victim->inv; |
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|
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/* There used to (IMO) be a flaw in the below - it used to be the case |
321 |
* that if level check was done for both immunity and disease. This could |
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* result in a person with multiple afflictions of the same disease |
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* (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
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* they were cast in that same order. Instead, change it so that |
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* if you diseased, you can't get diseased more. |
326 |
*/ |
327 |
|
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for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
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{ |
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if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) |
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return 0; /* Immune! */ |
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else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) |
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return 0; /* already diseased */ |
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} |
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|
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/* If we've gotten this far, go ahead and infect the victim. */ |
337 |
new_disease = disease->clone (); |
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new_disease->stats.food = disease->stats.maxgrace; |
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new_disease->value = disease->stats.maxhp; |
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new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
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|
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/* Unfortunately, set_owner does the wrong thing to the skills pointers |
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* resulting in exp going into the owners *current* chosen skill. |
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*/ |
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|
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if (disease->owner) |
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{ |
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new_disease->set_owner (disease->owner); |
349 |
|
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/* Only need to update skill if different */ |
351 |
if (new_disease->skill != disease->skill) |
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new_disease->skill = disease->skill; |
353 |
} |
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else |
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{ /* for diseases which are passed by hitting, set owner and praying skill */ |
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if (disease->env && disease->env->type == PLAYER) |
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{ |
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object *player = disease->env; |
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|
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new_disease->set_owner (player); |
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|
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/* the skill pointer for these diseases should already be set up - |
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* hardcoding in 'praying' is not the right approach. |
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*/ |
365 |
} |
366 |
} |
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|
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insert_ob_in_ob (new_disease, victim); |
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/* This appears to be a horrible case of overloading 'NO_PASS' |
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* for meaning in the diseases. |
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*/ |
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new_disease->move_block = 0; |
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if (new_disease->owner && new_disease->owner->type == PLAYER) |
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{ |
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char buf[128]; |
376 |
|
377 |
/* if the disease has a title, it has a special infection message |
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* This messages is printed in the form MESSAGE victim |
379 |
*/ |
380 |
if (new_disease->title) |
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sprintf (buf, "%s %s!!", &disease->title, &victim->name); |
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else |
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sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
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|
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if (victim->type == PLAYER) |
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new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
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else |
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new_draw_info (0, 4, new_disease->owner, buf); |
389 |
} |
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if (victim->type == PLAYER) |
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new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
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|
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return 1; |
394 |
|
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} |
396 |
|
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|
398 |
|
399 |
/* this function monitors the symptoms caused by the disease (if any), |
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causes symptoms, and modifies existing symptoms in the case of |
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existing diseases. */ |
402 |
|
403 |
int |
404 |
do_symptoms (object *disease) |
405 |
{ |
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object *symptom; |
407 |
object *victim; |
408 |
object *tmp; |
409 |
|
410 |
victim = disease->env; |
411 |
|
412 |
/* This is a quick hack - for whatever reason, disease->env will point |
413 |
* back to disease, causing endless loops. Why this happens really needs |
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* to be found, but this should at least prevent the infinite loops. |
415 |
*/ |
416 |
|
417 |
if (victim == NULL || victim == disease) |
418 |
return 0; /* no-one to inflict symptoms on */ |
419 |
|
420 |
symptom = find_symptom (disease); |
421 |
if (symptom == NULL) |
422 |
{ |
423 |
/* no symptom? need to generate one! */ |
424 |
object *new_symptom; |
425 |
|
426 |
/* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
427 |
if (!is_susceptible_to_disease (victim, disease)) |
428 |
return 0; |
429 |
|
430 |
/* check for an actual immunity */ |
431 |
/* do an immunity check */ |
432 |
if (victim->head) |
433 |
tmp = victim->head->inv; |
434 |
else |
435 |
tmp = victim->inv; |
436 |
|
437 |
for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
438 |
{ |
439 |
if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
440 |
if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) |
441 |
return 0; /*Immune! */ |
442 |
} |
443 |
|
444 |
new_symptom = get_archetype (ARCH_SYMPTOM); |
445 |
|
446 |
/* Something special done with dam. We want diseases to be more |
447 |
* random in what they'll kill, so we'll make the damage they |
448 |
* do random, note, this has a weird effect with progressive diseases. |
449 |
*/ |
450 |
if (disease->stats.dam != 0) |
451 |
{ |
452 |
int dam = disease->stats.dam; |
453 |
|
454 |
/* reduce the damage, on average, 50%, and making things random. */ |
455 |
|
456 |
dam = random_roll (1, FABS (dam), victim, PREFER_LOW); |
457 |
if (disease->stats.dam < 0) |
458 |
dam = -dam; |
459 |
new_symptom->stats.dam = dam; |
460 |
} |
461 |
|
462 |
|
463 |
new_symptom->stats.maxsp = disease->stats.maxsp; |
464 |
new_symptom->stats.food = new_symptom->stats.maxgrace; |
465 |
|
466 |
new_symptom->name = new_symptom->name_pl = disease->name; |
467 |
|
468 |
new_symptom->level = disease->level; |
469 |
new_symptom->speed = disease->speed; |
470 |
new_symptom->value = 0; |
471 |
new_symptom->stats.Str = disease->stats.Str; |
472 |
new_symptom->stats.Dex = disease->stats.Dex; |
473 |
new_symptom->stats.Con = disease->stats.Con; |
474 |
new_symptom->stats.Wis = disease->stats.Wis; |
475 |
new_symptom->stats.Int = disease->stats.Int; |
476 |
new_symptom->stats.Pow = disease->stats.Pow; |
477 |
new_symptom->stats.Cha = disease->stats.Cha; |
478 |
new_symptom->stats.sp = disease->stats.sp; |
479 |
new_symptom->stats.food = disease->last_eat; |
480 |
new_symptom->stats.maxsp = disease->stats.maxsp; |
481 |
new_symptom->last_sp = disease->last_sp; |
482 |
new_symptom->stats.exp = 0; |
483 |
new_symptom->stats.hp = disease->stats.hp; |
484 |
new_symptom->msg = disease->msg; |
485 |
new_symptom->attacktype = disease->attacktype; |
486 |
new_symptom->other_arch = disease->other_arch; |
487 |
|
488 |
new_symptom->set_owner (disease->owner); |
489 |
|
490 |
if (new_symptom->skill != disease->skill) |
491 |
new_symptom->skill = disease->skill; |
492 |
|
493 |
new_symptom->move_block = 0; |
494 |
insert_ob_in_ob (new_symptom, victim); |
495 |
return 1; |
496 |
} |
497 |
|
498 |
/* now deal with progressing diseases: we increase the debility |
499 |
* caused by the symptoms. |
500 |
*/ |
501 |
|
502 |
if (disease->stats.ac != 0) |
503 |
{ |
504 |
float scale; |
505 |
|
506 |
symptom->value += disease->stats.ac; |
507 |
scale = 1.0 + symptom->value / 100.0; |
508 |
/* now rescale all the debilities */ |
509 |
symptom->stats.Str = (int) (scale * disease->stats.Str); |
510 |
symptom->stats.Dex = (int) (scale * disease->stats.Dex); |
511 |
symptom->stats.Con = (int) (scale * disease->stats.Con); |
512 |
symptom->stats.Wis = (int) (scale * disease->stats.Wis); |
513 |
symptom->stats.Int = (int) (scale * disease->stats.Int); |
514 |
symptom->stats.Pow = (int) (scale * disease->stats.Pow); |
515 |
symptom->stats.Cha = (int) (scale * disease->stats.Cha); |
516 |
symptom->stats.dam = (int) (scale * disease->stats.dam); |
517 |
symptom->stats.sp = (int) (scale * disease->stats.sp); |
518 |
symptom->stats.food = (int) (scale * disease->last_eat); |
519 |
symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); |
520 |
symptom->last_sp = (int) (scale * disease->last_sp); |
521 |
symptom->stats.exp = 0; |
522 |
symptom->stats.hp = (int) (scale * disease->stats.hp); |
523 |
symptom->msg = disease->msg; |
524 |
symptom->attacktype = disease->attacktype; |
525 |
symptom->other_arch = disease->other_arch; |
526 |
} |
527 |
SET_FLAG (symptom, FLAG_APPLIED); |
528 |
victim->update_stats (); |
529 |
return 1; |
530 |
} |
531 |
|
532 |
|
533 |
/* grants immunity to plagues we've seen before. */ |
534 |
int |
535 |
grant_immunity (object *disease) |
536 |
{ |
537 |
object *immunity; |
538 |
object *walk; |
539 |
|
540 |
/* Don't give immunity to this disease if last_heal is set. */ |
541 |
if (disease->last_heal) |
542 |
return 0; |
543 |
/* first, search for an immunity of the same name */ |
544 |
for (walk = disease->env->inv; walk; walk = walk->below) |
545 |
{ |
546 |
if (walk->type == 98 && !strcmp (disease->name, walk->name)) |
547 |
{ |
548 |
walk->level = disease->level; |
549 |
return 1; /* just update the existing immunity. */ |
550 |
} |
551 |
} |
552 |
immunity = get_archetype ("immunity"); |
553 |
immunity->name = disease->name; |
554 |
immunity->level = disease->level; |
555 |
immunity->move_block = 0; |
556 |
insert_ob_in_ob (immunity, disease->env); |
557 |
return 1; |
558 |
|
559 |
} |
560 |
|
561 |
|
562 |
/* make the symptom do the nasty things it does */ |
563 |
|
564 |
int |
565 |
move_symptom (object *symptom) |
566 |
{ |
567 |
object *victim = symptom->env; |
568 |
object *new_ob; |
569 |
int sp_reduce; |
570 |
|
571 |
if (victim == NULL || victim->map == NULL) |
572 |
{ /* outside a monster/player, die immediately */ |
573 |
symptom->destroy (); |
574 |
return 0; |
575 |
} |
576 |
|
577 |
if (symptom->stats.dam > 0) |
578 |
hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
579 |
else |
580 |
hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); |
581 |
|
582 |
if (symptom->stats.maxsp > 0) |
583 |
sp_reduce = symptom->stats.maxsp; |
584 |
else |
585 |
sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); |
586 |
victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); |
587 |
|
588 |
/* create the symptom "other arch" object and drop it here |
589 |
* under every part of the monster |
590 |
* The victim may well have died. |
591 |
*/ |
592 |
|
593 |
if (victim->map == NULL) |
594 |
return 0; |
595 |
if (symptom->other_arch) |
596 |
{ |
597 |
object *tmp; |
598 |
|
599 |
tmp = victim; |
600 |
if (tmp->head != NULL) |
601 |
tmp = tmp->head; |
602 |
for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more) |
603 |
{ |
604 |
new_ob = arch_to_object (symptom->other_arch); |
605 |
new_ob->x = tmp->x; |
606 |
new_ob->y = tmp->y; |
607 |
new_ob->map = victim->map; |
608 |
insert_ob_in_map (new_ob, victim->map, victim, 0); |
609 |
} |
610 |
} |
611 |
new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
612 |
|
613 |
return 1; |
614 |
} |
615 |
|
616 |
|
617 |
/* possibly infect due to direct physical contact |
618 |
i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
619 |
|
620 |
int |
621 |
check_physically_infect (object *victim, object *hitter) |
622 |
{ |
623 |
object *walk; |
624 |
|
625 |
/* search for diseases, give every disease a chance to infect */ |
626 |
for (walk = hitter->inv; walk != NULL; walk = walk->below) |
627 |
if (walk->type == DISEASE) |
628 |
infect_object (victim, walk, 0); |
629 |
return 1; |
630 |
} |
631 |
|
632 |
/* find a disease in someone*/ |
633 |
object * |
634 |
find_disease (object *victim) |
635 |
{ |
636 |
object *walk; |
637 |
|
638 |
for (walk = victim->inv; walk; walk = walk->below) |
639 |
if (walk->type == DISEASE) |
640 |
return walk; |
641 |
return NULL; |
642 |
} |
643 |
|
644 |
/* do the cure disease stuff, from the spell "cure disease" */ |
645 |
|
646 |
int |
647 |
cure_disease (object *sufferer, object *caster) |
648 |
{ |
649 |
object *disease, *next; |
650 |
int casting_level; |
651 |
int cure = 0; |
652 |
|
653 |
if (caster) |
654 |
casting_level = caster->level; |
655 |
else |
656 |
casting_level = 1000; /* if null caster, CURE all. */ |
657 |
|
658 |
for (disease = sufferer->inv; disease; disease = next) |
659 |
{ |
660 |
next = disease->below; |
661 |
|
662 |
if (disease->type == DISEASE) |
663 |
{ /* attempt to cure this disease */ |
664 |
/* If caster lvel is higher than disease level, cure chance |
665 |
* is automatic. If lower, then the chance is basically |
666 |
* 1 in level_diff - if there is a 5 level difference, chance |
667 |
* is 1 in 5. |
668 |
*/ |
669 |
if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
670 |
{ |
671 |
|
672 |
remove_symptoms (disease); |
673 |
cure = 1; |
674 |
|
675 |
if (caster) |
676 |
change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); |
677 |
|
678 |
disease->destroy (); |
679 |
} |
680 |
} |
681 |
} |
682 |
if (cure) |
683 |
{ |
684 |
/* Only draw these messages once */ |
685 |
if (caster) |
686 |
new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
687 |
new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
688 |
} |
689 |
return 1; |
690 |
} |
691 |
|
692 |
/* reduces disease progression: reduce_symptoms |
693 |
* return true if we actually reduce a disease. |
694 |
*/ |
695 |
|
696 |
int |
697 |
reduce_symptoms (object *sufferer, int reduction) |
698 |
{ |
699 |
object *walk; |
700 |
int success = 0; |
701 |
|
702 |
for (walk = sufferer->inv; walk; walk = walk->below) |
703 |
{ |
704 |
if (walk->type == SYMPTOM) |
705 |
{ |
706 |
if (walk->value > 0) |
707 |
{ |
708 |
success = 1; |
709 |
walk->value = MAX (0, walk->value - 2 * reduction); |
710 |
/* give the disease time to modify this symptom, |
711 |
* and reduce its severity. */ |
712 |
walk->speed_left = 0; |
713 |
} |
714 |
} |
715 |
} |
716 |
if (success) |
717 |
new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
718 |
return success; |
719 |
} |