|
|
1 | |
1 | /* |
2 | /* |
2 | * static char *rcsid_disease_c = |
3 | * static char *rcsid_disease_c = |
3 | * "$Id: disease.C,v 1.3 2006/09/03 00:18:42 root Exp $"; |
4 | * "$Id: disease.C,v 1.4 2006/09/10 15:59:57 root Exp $"; |
4 | */ |
5 | */ |
|
|
6 | |
5 | /* |
7 | /* |
6 | CrossFire, A Multiplayer game for X-windows |
8 | CrossFire, A Multiplayer game for X-windows |
7 | |
9 | |
8 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
9 | Copyright (C) 1992 Frank Tore Johansen |
11 | Copyright (C) 1992 Frank Tore Johansen |
… | |
… | |
131 | |
133 | |
132 | #include <global.h> |
134 | #include <global.h> |
133 | #include <object.h> |
135 | #include <object.h> |
134 | #include <living.h> |
136 | #include <living.h> |
135 | #ifndef __CEXTRACT__ |
137 | #ifndef __CEXTRACT__ |
136 | #include <sproto.h> |
138 | # include <sproto.h> |
137 | #endif |
139 | #endif |
138 | #include <spells.h> |
140 | #include <spells.h> |
139 | #include <sounds.h> |
141 | #include <sounds.h> |
140 | #include <skills.h> |
142 | #include <skills.h> |
141 | |
143 | |
… | |
… | |
145 | inventory. They themselves do nothing, except modify Symptoms, or |
147 | inventory. They themselves do nothing, except modify Symptoms, or |
146 | spread to other live objects. Symptoms are what actually damage the player: |
148 | spread to other live objects. Symptoms are what actually damage the player: |
147 | these are their own object. */ |
149 | these are their own object. */ |
148 | |
150 | |
149 | /* check if victim is susceptible to disease. */ |
151 | /* check if victim is susceptible to disease. */ |
|
|
152 | static int |
150 | static int is_susceptible_to_disease(object *victim, object *disease) |
153 | is_susceptible_to_disease (object *victim, object *disease) |
151 | { |
154 | { |
152 | if(!QUERY_FLAG(victim,FLAG_ALIVE)) return 0; |
155 | if (!QUERY_FLAG (victim, FLAG_ALIVE)) |
153 | |
|
|
154 | if(strstr(disease->race, "*") && !QUERY_FLAG(victim, FLAG_UNDEAD)) |
|
|
155 | return 1; |
|
|
156 | |
|
|
157 | if((disease->race == undead_name) && QUERY_FLAG(victim, FLAG_UNDEAD)) |
|
|
158 | return 1; |
|
|
159 | |
|
|
160 | if((victim->race && strstr(disease->race, victim->race)) || |
|
|
161 | strstr(disease->race, victim->name)) |
|
|
162 | return 1; |
|
|
163 | |
|
|
164 | return 0; |
156 | return 0; |
165 | } |
|
|
166 | |
157 | |
|
|
158 | if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
|
|
159 | return 1; |
|
|
160 | |
|
|
161 | if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
|
|
162 | return 1; |
|
|
163 | |
|
|
164 | if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
|
|
165 | return 1; |
|
|
166 | |
|
|
167 | return 0; |
|
|
168 | } |
|
|
169 | |
|
|
170 | int |
167 | int move_disease(object *disease) { |
171 | move_disease (object *disease) |
|
|
172 | { |
168 | /* first task is to determine if the disease is inside or outside of someone. |
173 | /* first task is to determine if the disease is inside or outside of someone. |
169 | * If outside, we decrement 'value' until we're gone. |
174 | * If outside, we decrement 'value' until we're gone. |
170 | */ |
175 | */ |
171 | |
176 | |
172 | if(disease->env==NULL) { /* we're outside of someone */ |
177 | if (disease->env == NULL) |
|
|
178 | { /* we're outside of someone */ |
173 | if ( disease->stats.maxhp > 0 ) disease->value--; |
179 | if (disease->stats.maxhp > 0) |
|
|
180 | disease->value--; |
174 | if(disease->value==0) { |
181 | if (disease->value == 0) |
|
|
182 | { |
175 | remove_ob(disease); |
183 | remove_ob (disease); |
176 | free_object(disease); |
184 | free_object (disease); |
177 | return 1; |
185 | return 1; |
178 | } |
186 | } |
179 | } else { |
187 | } |
|
|
188 | else |
|
|
189 | { |
180 | /* if we're inside a person, have the disease run its course */ |
190 | /* if we're inside a person, have the disease run its course */ |
181 | /* negative foods denote "perpetual" diseases. */ |
191 | /* negative foods denote "perpetual" diseases. */ |
182 | if(disease->stats.food>0) { |
192 | if (disease->stats.food > 0) |
|
|
193 | { |
183 | disease->stats.food--; |
194 | disease->stats.food--; |
184 | if (disease->stats.food==0) { |
195 | if (disease->stats.food == 0) |
|
|
196 | { |
185 | remove_symptoms(disease); /* remove the symptoms of this disease */ |
197 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
186 | grant_immunity(disease); |
198 | grant_immunity (disease); |
187 | remove_ob(disease); |
199 | remove_ob (disease); |
188 | free_object(disease); |
200 | free_object (disease); |
189 | return 1; |
201 | return 1; |
190 | } |
202 | } |
191 | } |
203 | } |
192 | } |
204 | } |
193 | /* check to see if we infect others */ |
205 | /* check to see if we infect others */ |
194 | check_infection(disease); |
206 | check_infection (disease); |
195 | |
207 | |
196 | /* impose or modify the symptoms of the disease */ |
208 | /* impose or modify the symptoms of the disease */ |
197 | if(disease->env && is_susceptible_to_disease(disease->env, disease)) |
209 | if (disease->env && is_susceptible_to_disease (disease->env, disease)) |
198 | do_symptoms(disease); |
210 | do_symptoms (disease); |
199 | |
211 | |
200 | return 0; |
212 | return 0; |
201 | } |
213 | } |
202 | |
214 | |
203 | /* remove any symptoms of disease |
215 | /* remove any symptoms of disease |
204 | * Modified by MSW 2003-03-28 do try to find all the symptom the |
216 | * Modified by MSW 2003-03-28 do try to find all the symptom the |
205 | * player may have - I think through some odd interactoins with |
217 | * player may have - I think through some odd interactoins with |
206 | * disease level and player level and whatnot, a player could get |
218 | * disease level and player level and whatnot, a player could get |
207 | * more than one symtpom to a disease. |
219 | * more than one symtpom to a disease. |
208 | */ |
220 | */ |
209 | |
221 | |
|
|
222 | int |
210 | int remove_symptoms(object *disease) { |
223 | remove_symptoms (object *disease) |
|
|
224 | { |
211 | object *symptom, *victim=NULL; |
225 | object *symptom, *victim = NULL; |
212 | |
226 | |
213 | while ((symptom = find_symptom(disease)) != NULL) { |
227 | while ((symptom = find_symptom (disease)) != NULL) |
|
|
228 | { |
|
|
229 | if (!victim) |
214 | if (!victim) victim=symptom->env; |
230 | victim = symptom->env; |
215 | remove_ob(symptom); |
231 | remove_ob (symptom); |
216 | free_object(symptom); |
232 | free_object (symptom); |
|
|
233 | } |
|
|
234 | if (victim) |
|
|
235 | fix_player (victim); |
|
|
236 | return 0; |
|
|
237 | } |
|
|
238 | |
|
|
239 | /* argument is a disease */ |
|
|
240 | object * |
|
|
241 | find_symptom (object *disease) |
|
|
242 | { |
|
|
243 | object *walk; |
|
|
244 | |
|
|
245 | /* check the inventory for symptoms */ |
|
|
246 | for (walk = disease->env->inv; walk; walk = walk->below) |
|
|
247 | if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM) |
|
|
248 | return walk; |
|
|
249 | return NULL; |
|
|
250 | } |
|
|
251 | |
|
|
252 | /* searches around for more victims to infect */ |
|
|
253 | int |
|
|
254 | check_infection (object *disease) |
|
|
255 | { |
|
|
256 | int x, y, range, mflags; |
|
|
257 | mapstruct *map, *map2; |
|
|
258 | object *tmp; |
|
|
259 | sint16 i, j, i2, j2; |
|
|
260 | |
|
|
261 | range = abs (disease->magic); |
|
|
262 | if (disease->env) |
217 | } |
263 | { |
218 | if(victim) fix_player(victim); |
264 | x = disease->env->x; |
|
|
265 | y = disease->env->y; |
|
|
266 | map = disease->env->map; |
|
|
267 | } |
|
|
268 | else |
|
|
269 | { |
|
|
270 | x = disease->x; |
|
|
271 | y = disease->y; |
|
|
272 | map = disease->map; |
|
|
273 | } |
|
|
274 | |
|
|
275 | if (map == NULL) |
219 | return 0; |
276 | return 0; |
220 | } |
|
|
221 | |
|
|
222 | /* argument is a disease */ |
|
|
223 | object * find_symptom(object *disease) { |
|
|
224 | object *walk; |
|
|
225 | |
|
|
226 | /* check the inventory for symptoms */ |
|
|
227 | for(walk=disease->env->inv;walk;walk = walk->below) |
|
|
228 | if(!strcmp(walk->name,disease->name)&&walk->type==SYMPTOM) return walk; |
|
|
229 | return NULL; |
|
|
230 | } |
|
|
231 | |
|
|
232 | /* searches around for more victims to infect */ |
|
|
233 | int check_infection(object *disease) { |
|
|
234 | int x,y,range, mflags; |
|
|
235 | mapstruct *map, *map2; |
|
|
236 | object *tmp; |
|
|
237 | sint16 i, j, i2, j2; |
|
|
238 | |
|
|
239 | range = abs(disease->magic); |
|
|
240 | if(disease->env) { |
|
|
241 | x = disease->env->x; |
|
|
242 | y = disease->env->y; |
|
|
243 | map=disease->env->map; |
|
|
244 | } |
|
|
245 | else { |
|
|
246 | x = disease->x; |
|
|
247 | y = disease->y; |
|
|
248 | map = disease->map; |
|
|
249 | } |
|
|
250 | |
|
|
251 | if(map == NULL) return 0; |
|
|
252 | for(i=x-range;i<=x+range;i++) { |
277 | for (i = x - range; i <= x + range; i++) |
|
|
278 | { |
253 | for(j=y-range;j<=y+range;j++) { |
279 | for (j = y - range; j <= y + range; j++) |
|
|
280 | { |
254 | mflags = get_map_flags(map,&map2, i,j, &i2, &j2); |
281 | mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
255 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) { |
282 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
|
|
283 | { |
256 | for(tmp=get_map_ob(map2,i2,j2);tmp;tmp=tmp->above) { |
284 | for (tmp = get_map_ob (map2, i2, j2); tmp; tmp = tmp->above) |
|
|
285 | { |
257 | infect_object(tmp,disease,0); |
286 | infect_object (tmp, disease, 0); |
258 | } |
287 | } |
259 | } |
288 | } |
260 | } |
289 | } |
261 | } |
290 | } |
262 | return 1; |
291 | return 1; |
263 | } |
292 | } |
264 | |
293 | |
265 | |
294 | |
266 | /* check to see if an object is infectable: |
295 | /* check to see if an object is infectable: |
267 | * objects with immunity aren't infectable. |
296 | * objects with immunity aren't infectable. |
268 | * objects already infected aren't infectable. |
297 | * objects already infected aren't infectable. |
269 | * dead objects aren't infectable. |
298 | * dead objects aren't infectable. |
270 | * undead objects are infectible only if specifically named. |
299 | * undead objects are infectible only if specifically named. |
271 | */ |
300 | */ |
|
|
301 | int |
272 | int infect_object(object *victim, object *disease, int force) { |
302 | infect_object (object *victim, object *disease, int force) |
|
|
303 | { |
273 | object *tmp; |
304 | object *tmp; |
274 | object *new_disease; |
305 | object *new_disease; |
275 | |
306 | |
276 | /* don't infect inanimate objects */ |
307 | /* don't infect inanimate objects */ |
277 | if(!QUERY_FLAG(victim,FLAG_MONSTER) && !(victim->type==PLAYER)) return 0; |
308 | if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) |
|
|
309 | return 0; |
278 | |
310 | |
279 | /* check and see if victim can catch disease: diseases |
311 | /* check and see if victim can catch disease: diseases |
280 | * are specific |
312 | * are specific |
281 | */ |
313 | */ |
282 | if(!is_susceptible_to_disease(victim, disease)) return 0; |
314 | if (!is_susceptible_to_disease (victim, disease)) |
|
|
315 | return 0; |
283 | |
316 | |
284 | /* roll the dice on infection before doing the inventory check! */ |
317 | /* roll the dice on infection before doing the inventory check! */ |
285 | if(!force && (random_roll(0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
318 | if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
286 | return 0; |
319 | return 0; |
287 | |
320 | |
288 | /* do an immunity check */ |
321 | /* do an immunity check */ |
|
|
322 | if (victim->head) |
289 | if(victim->head) tmp = victim->head->inv; |
323 | tmp = victim->head->inv; |
|
|
324 | else |
290 | else tmp = victim->inv; |
325 | tmp = victim->inv; |
291 | |
326 | |
292 | /* There used to (IMO) be a flaw in the below - it used to be the case |
327 | /* There used to (IMO) be a flaw in the below - it used to be the case |
293 | * that if level check was done for both immunity and disease. This could |
328 | * that if level check was done for both immunity and disease. This could |
294 | * result in a person with multiple afflictions of the same disease |
329 | * result in a person with multiple afflictions of the same disease |
295 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
330 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
296 | * they were cast in that same order. Instead, change it so that |
331 | * they were cast in that same order. Instead, change it so that |
297 | * if you diseased, you can't get diseased more. |
332 | * if you diseased, you can't get diseased more. |
298 | */ |
333 | */ |
299 | |
334 | |
300 | for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { |
335 | for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) |
|
|
336 | { |
301 | if(tmp->type == SIGN && !strcmp(tmp->name,disease->name) && tmp->level >= disease->level) |
337 | if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) |
302 | return 0; /*Immune! */ |
338 | return 0; /*Immune! */ |
303 | else if (tmp->type==DISEASE && !strcmp(tmp->name,disease->name)) |
339 | else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) |
304 | return 0; /* already diseased */ |
340 | return 0; /* already diseased */ |
305 | } |
341 | } |
306 | |
342 | |
307 | /* If we've gotten this far, go ahead and infect the victim. */ |
343 | /* If we've gotten this far, go ahead and infect the victim. */ |
308 | new_disease = get_object(); |
344 | new_disease = get_object (); |
309 | copy_object(disease,new_disease); |
345 | copy_object (disease, new_disease); |
310 | new_disease->stats.food=disease->stats.maxgrace; |
346 | new_disease->stats.food = disease->stats.maxgrace; |
311 | new_disease->value=disease->stats.maxhp; |
347 | new_disease->value = disease->stats.maxhp; |
312 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
348 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
313 | |
349 | |
314 | /* Unfortunately, set_owner does the wrong thing to the skills pointers |
350 | /* Unfortunately, set_owner does the wrong thing to the skills pointers |
315 | * resulting in exp going into the owners *current* chosen skill. |
351 | * resulting in exp going into the owners *current* chosen skill. |
316 | */ |
352 | */ |
317 | |
353 | |
318 | if(get_owner(disease)) { |
354 | if (get_owner (disease)) |
|
|
355 | { |
319 | set_owner(new_disease,disease->owner); |
356 | set_owner (new_disease, disease->owner); |
320 | |
357 | |
321 | /* Only need to update skill if different */ |
358 | /* Only need to update skill if different */ |
322 | if (new_disease->skill != disease->skill) |
359 | if (new_disease->skill != disease->skill) |
323 | new_disease->skill = disease->skill; |
360 | new_disease->skill = disease->skill; |
324 | } |
361 | } |
|
|
362 | else |
325 | else { /* for diseases which are passed by hitting, set owner and praying skill*/ |
363 | { /* for diseases which are passed by hitting, set owner and praying skill */ |
326 | if(disease->env && disease->env->type==PLAYER) { |
364 | if (disease->env && disease->env->type == PLAYER) |
|
|
365 | { |
327 | object *player = disease->env; |
366 | object *player = disease->env; |
328 | |
367 | |
329 | set_owner(new_disease,player); |
368 | set_owner (new_disease, player); |
|
|
369 | |
330 | /* the skill pointer for these diseases should already be set up - |
370 | /* the skill pointer for these diseases should already be set up - |
331 | * hardcoding in 'praying' is not the right approach. |
371 | * hardcoding in 'praying' is not the right approach. |
332 | */ |
372 | */ |
333 | } |
373 | } |
334 | } |
374 | } |
335 | |
375 | |
336 | insert_ob_in_ob(new_disease,victim); |
376 | insert_ob_in_ob (new_disease, victim); |
337 | /* This appears to be a horrible case of overloading 'NO_PASS' |
377 | /* This appears to be a horrible case of overloading 'NO_PASS' |
338 | * for meaning in the diseases. |
378 | * for meaning in the diseases. |
339 | */ |
379 | */ |
340 | new_disease->move_block = 0; |
380 | new_disease->move_block = 0; |
341 | if(new_disease->owner && new_disease->owner->type==PLAYER) { |
381 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
|
|
382 | { |
342 | char buf[128]; |
383 | char buf[128]; |
|
|
384 | |
343 | /* if the disease has a title, it has a special infection message |
385 | /* if the disease has a title, it has a special infection message |
344 | * This messages is printed in the form MESSAGE victim |
386 | * This messages is printed in the form MESSAGE victim |
345 | */ |
387 | */ |
346 | if(new_disease->title) |
388 | if (new_disease->title) |
347 | sprintf(buf,"%s %s!!",&disease->title,&victim->name); |
389 | sprintf (buf, "%s %s!!", &disease->title, &victim->name); |
348 | else |
390 | else |
349 | sprintf(buf,"You infect %s with your disease, %s!",&victim->name,&new_disease->name); |
391 | sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
350 | |
392 | |
351 | if(victim->type == PLAYER) |
393 | if (victim->type == PLAYER) |
352 | new_draw_info(NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
394 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
353 | else |
395 | else |
354 | new_draw_info(0, 4, new_disease->owner, buf); |
396 | new_draw_info (0, 4, new_disease->owner, buf); |
355 | } |
397 | } |
356 | if(victim->type==PLAYER) |
398 | if (victim->type == PLAYER) |
357 | new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,"You suddenly feel ill."); |
399 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
358 | |
400 | |
359 | return 1; |
401 | return 1; |
360 | |
402 | |
361 | } |
403 | } |
362 | |
404 | |
363 | |
405 | |
364 | |
406 | |
365 | /* this function monitors the symptoms caused by the disease (if any), |
407 | /* this function monitors the symptoms caused by the disease (if any), |
366 | causes symptoms, and modifies existing symptoms in the case of |
408 | causes symptoms, and modifies existing symptoms in the case of |
367 | existing diseases. */ |
409 | existing diseases. */ |
368 | |
410 | |
|
|
411 | int |
369 | int do_symptoms(object *disease) { |
412 | do_symptoms (object *disease) |
|
|
413 | { |
370 | object *symptom; |
414 | object *symptom; |
371 | object *victim; |
415 | object *victim; |
372 | object *tmp; |
416 | object *tmp; |
|
|
417 | |
373 | victim = disease->env; |
418 | victim = disease->env; |
374 | |
419 | |
375 | /* This is a quick hack - for whatever reason, disease->env will point |
420 | /* This is a quick hack - for whatever reason, disease->env will point |
376 | * back to disease, causing endless loops. Why this happens really needs |
421 | * back to disease, causing endless loops. Why this happens really needs |
377 | * to be found, but this should at least prevent the infinite loops. |
422 | * to be found, but this should at least prevent the infinite loops. |
378 | */ |
423 | */ |
379 | |
424 | |
380 | if(victim == NULL || victim==disease) |
425 | if (victim == NULL || victim == disease) |
381 | return 0;/* no-one to inflict symptoms on */ |
426 | return 0; /* no-one to inflict symptoms on */ |
382 | |
427 | |
383 | symptom = find_symptom(disease); |
428 | symptom = find_symptom (disease); |
384 | if(symptom==NULL) { |
429 | if (symptom == NULL) |
|
|
430 | { |
385 | /* no symptom? need to generate one! */ |
431 | /* no symptom? need to generate one! */ |
386 | object *new_symptom; |
432 | object *new_symptom; |
387 | |
433 | |
388 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
434 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
389 | if(!is_susceptible_to_disease(victim, disease)) return 0; |
435 | if (!is_susceptible_to_disease (victim, disease)) |
|
|
436 | return 0; |
390 | |
437 | |
391 | /* check for an actual immunity */ |
438 | /* check for an actual immunity */ |
392 | /* do an immunity check */ |
439 | /* do an immunity check */ |
|
|
440 | if (victim->head) |
393 | if(victim->head) tmp = victim->head->inv; |
441 | tmp = victim->head->inv; |
|
|
442 | else |
394 | else tmp = victim->inv; |
443 | tmp = victim->inv; |
395 | |
444 | |
396 | for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { |
445 | for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) |
|
|
446 | { |
397 | if(tmp->type == SIGN) /* possibly an immunity, or diseased*/ |
447 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
398 | if(!strcmp(tmp->name,disease->name) && tmp->level >= disease->level) |
448 | if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) |
399 | return 0; /*Immune! */ |
449 | return 0; /*Immune! */ |
400 | } |
450 | } |
401 | |
451 | |
402 | new_symptom = get_archetype(ARCH_SYMPTOM); |
452 | new_symptom = get_archetype (ARCH_SYMPTOM); |
403 | |
453 | |
404 | /* Something special done with dam. We want diseases to be more |
454 | /* Something special done with dam. We want diseases to be more |
405 | * random in what they'll kill, so we'll make the damage they |
455 | * random in what they'll kill, so we'll make the damage they |
406 | * do random, note, this has a weird effect with progressive diseases. |
456 | * do random, note, this has a weird effect with progressive diseases. |
407 | */ |
457 | */ |
408 | if(disease->stats.dam != 0) { |
458 | if (disease->stats.dam != 0) |
|
|
459 | { |
409 | int dam = disease->stats.dam; |
460 | int dam = disease->stats.dam; |
410 | |
461 | |
411 | /* reduce the damage, on average, 50%, and making things random. */ |
462 | /* reduce the damage, on average, 50%, and making things random. */ |
412 | |
463 | |
413 | dam = random_roll(1, FABS(dam), victim, PREFER_LOW); |
464 | dam = random_roll (1, FABS (dam), victim, PREFER_LOW); |
414 | if(disease->stats.dam < 0) dam = -dam; |
465 | if (disease->stats.dam < 0) |
|
|
466 | dam = -dam; |
415 | new_symptom->stats.dam = dam; |
467 | new_symptom->stats.dam = dam; |
416 | } |
468 | } |
417 | |
469 | |
418 | |
470 | |
419 | new_symptom->stats.maxsp = disease->stats.maxsp; |
471 | new_symptom->stats.maxsp = disease->stats.maxsp; |
420 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
472 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
421 | |
473 | |
422 | new_symptom->name = |
|
|
423 | new_symptom->name_pl = disease->name; |
474 | new_symptom->name = new_symptom->name_pl = disease->name; |
424 | |
475 | |
425 | new_symptom->level = disease->level; |
476 | new_symptom->level = disease->level; |
426 | new_symptom->speed = disease->speed; |
477 | new_symptom->speed = disease->speed; |
427 | new_symptom->value = 0; |
478 | new_symptom->value = 0; |
428 | new_symptom->stats.Str =disease->stats.Str; |
479 | new_symptom->stats.Str = disease->stats.Str; |
429 | new_symptom->stats.Dex = disease->stats.Dex; |
480 | new_symptom->stats.Dex = disease->stats.Dex; |
430 | new_symptom->stats.Con = disease->stats.Con; |
481 | new_symptom->stats.Con = disease->stats.Con; |
431 | new_symptom->stats.Wis = disease->stats.Wis; |
482 | new_symptom->stats.Wis = disease->stats.Wis; |
432 | new_symptom->stats.Int = disease->stats.Int; |
483 | new_symptom->stats.Int = disease->stats.Int; |
433 | new_symptom->stats.Pow = disease->stats.Pow; |
484 | new_symptom->stats.Pow = disease->stats.Pow; |
434 | new_symptom->stats.Cha = disease->stats.Cha; |
485 | new_symptom->stats.Cha = disease->stats.Cha; |
435 | new_symptom->stats.sp = disease->stats.sp; |
486 | new_symptom->stats.sp = disease->stats.sp; |
436 | new_symptom->stats.food =disease->last_eat; |
487 | new_symptom->stats.food = disease->last_eat; |
437 | new_symptom->stats.maxsp = disease->stats.maxsp; |
488 | new_symptom->stats.maxsp = disease->stats.maxsp; |
438 | new_symptom->last_sp = disease->last_sp; |
489 | new_symptom->last_sp = disease->last_sp; |
439 | new_symptom->stats.exp = 0; |
490 | new_symptom->stats.exp = 0; |
440 | new_symptom->stats.hp = disease->stats.hp; |
491 | new_symptom->stats.hp = disease->stats.hp; |
441 | new_symptom->msg = disease->msg; |
492 | new_symptom->msg = disease->msg; |
442 | new_symptom->attacktype = disease->attacktype; |
493 | new_symptom->attacktype = disease->attacktype; |
443 | new_symptom->other_arch = disease->other_arch; |
494 | new_symptom->other_arch = disease->other_arch; |
444 | |
495 | |
445 | set_owner(new_symptom,disease->owner); |
496 | set_owner (new_symptom, disease->owner); |
446 | |
497 | |
447 | if (new_symptom->skill != disease->skill) |
498 | if (new_symptom->skill != disease->skill) |
448 | new_symptom->skill = disease->skill; |
499 | new_symptom->skill = disease->skill; |
449 | |
500 | |
450 | new_symptom->move_block=0; |
501 | new_symptom->move_block = 0; |
451 | insert_ob_in_ob(new_symptom,victim); |
502 | insert_ob_in_ob (new_symptom, victim); |
452 | return 1; |
503 | return 1; |
453 | } |
504 | } |
454 | |
505 | |
455 | /* now deal with progressing diseases: we increase the debility |
506 | /* now deal with progressing diseases: we increase the debility |
456 | * caused by the symptoms. |
507 | * caused by the symptoms. |
457 | */ |
508 | */ |
458 | |
509 | |
459 | if(disease->stats.ac!=0) { |
510 | if (disease->stats.ac != 0) |
|
|
511 | { |
460 | float scale; |
512 | float scale; |
461 | |
513 | |
462 | symptom->value += disease->stats.ac; |
514 | symptom->value += disease->stats.ac; |
463 | scale = 1.0 + symptom->value/100.0; |
515 | scale = 1.0 + symptom->value / 100.0; |
464 | /* now rescale all the debilities */ |
516 | /* now rescale all the debilities */ |
465 | symptom->stats.Str = (int) (scale*disease->stats.Str); |
517 | symptom->stats.Str = (int) (scale * disease->stats.Str); |
466 | symptom->stats.Dex = (int) (scale*disease->stats.Dex); |
518 | symptom->stats.Dex = (int) (scale * disease->stats.Dex); |
467 | symptom->stats.Con = (int) (scale*disease->stats.Con); |
519 | symptom->stats.Con = (int) (scale * disease->stats.Con); |
468 | symptom->stats.Wis = (int) (scale*disease->stats.Wis); |
520 | symptom->stats.Wis = (int) (scale * disease->stats.Wis); |
469 | symptom->stats.Int = (int) (scale*disease->stats.Int); |
521 | symptom->stats.Int = (int) (scale * disease->stats.Int); |
470 | symptom->stats.Pow = (int) (scale*disease->stats.Pow); |
522 | symptom->stats.Pow = (int) (scale * disease->stats.Pow); |
471 | symptom->stats.Cha = (int) (scale*disease->stats.Cha); |
523 | symptom->stats.Cha = (int) (scale * disease->stats.Cha); |
472 | symptom->stats.dam = (int) (scale*disease->stats.dam); |
524 | symptom->stats.dam = (int) (scale * disease->stats.dam); |
473 | symptom->stats.sp = (int) (scale*disease->stats.sp); |
525 | symptom->stats.sp = (int) (scale * disease->stats.sp); |
474 | symptom->stats.food = (int) (scale*disease->last_eat); |
526 | symptom->stats.food = (int) (scale * disease->last_eat); |
475 | symptom->stats.maxsp = (int) (scale*disease->stats.maxsp); |
527 | symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); |
476 | symptom->last_sp = (int) (scale*disease->last_sp); |
528 | symptom->last_sp = (int) (scale * disease->last_sp); |
477 | symptom->stats.exp = 0; |
529 | symptom->stats.exp = 0; |
478 | symptom->stats.hp = (int) (scale*disease->stats.hp); |
530 | symptom->stats.hp = (int) (scale * disease->stats.hp); |
479 | symptom->msg = disease->msg; |
531 | symptom->msg = disease->msg; |
480 | symptom->attacktype = disease->attacktype; |
532 | symptom->attacktype = disease->attacktype; |
481 | symptom->other_arch = disease->other_arch; |
533 | symptom->other_arch = disease->other_arch; |
482 | } |
534 | } |
483 | SET_FLAG(symptom,FLAG_APPLIED); |
535 | SET_FLAG (symptom, FLAG_APPLIED); |
484 | fix_player(victim); |
536 | fix_player (victim); |
485 | return 1; |
537 | return 1; |
486 | } |
538 | } |
487 | |
539 | |
488 | |
540 | |
489 | /* grants immunity to plagues we've seen before. */ |
541 | /* grants immunity to plagues we've seen before. */ |
|
|
542 | int |
490 | int grant_immunity(object *disease) { |
543 | grant_immunity (object *disease) |
|
|
544 | { |
491 | object * immunity; |
545 | object *immunity; |
492 | object *walk; |
546 | object *walk; |
|
|
547 | |
493 | /* Don't give immunity to this disease if last_heal is set. */ |
548 | /* Don't give immunity to this disease if last_heal is set. */ |
494 | if(disease->last_heal) return 0; |
549 | if (disease->last_heal) |
|
|
550 | return 0; |
495 | /* first, search for an immunity of the same name */ |
551 | /* first, search for an immunity of the same name */ |
496 | for(walk=disease->env->inv;walk;walk=walk->below) { |
552 | for (walk = disease->env->inv; walk; walk = walk->below) |
|
|
553 | { |
497 | if(walk->type==98 && !strcmp(disease->name,walk->name)) { |
554 | if (walk->type == 98 && !strcmp (disease->name, walk->name)) |
|
|
555 | { |
498 | walk->level = disease->level; |
556 | walk->level = disease->level; |
499 | return 1; /* just update the existing immunity. */ |
557 | return 1; /* just update the existing immunity. */ |
500 | } |
558 | } |
501 | } |
559 | } |
502 | immunity = get_archetype("immunity"); |
560 | immunity = get_archetype ("immunity"); |
503 | immunity->name = disease->name; |
561 | immunity->name = disease->name; |
504 | immunity->level = disease->level; |
562 | immunity->level = disease->level; |
505 | immunity->move_block = 0; |
563 | immunity->move_block = 0; |
506 | insert_ob_in_ob(immunity,disease->env); |
564 | insert_ob_in_ob (immunity, disease->env); |
507 | return 1; |
565 | return 1; |
508 | |
566 | |
509 | } |
567 | } |
510 | |
568 | |
511 | |
569 | |
512 | /* make the symptom do the nasty things it does */ |
570 | /* make the symptom do the nasty things it does */ |
513 | |
571 | |
|
|
572 | int |
514 | int move_symptom(object *symptom) { |
573 | move_symptom (object *symptom) |
|
|
574 | { |
515 | object *victim = symptom->env; |
575 | object *victim = symptom->env; |
516 | object *new_ob; |
576 | object *new_ob; |
517 | int sp_reduce; |
577 | int sp_reduce; |
518 | |
578 | |
519 | if(victim == NULL || victim->map==NULL) { /* outside a monster/player, die immediately */ |
579 | if (victim == NULL || victim->map == NULL) |
|
|
580 | { /* outside a monster/player, die immediately */ |
520 | remove_ob(symptom); |
581 | remove_ob (symptom); |
521 | free_object(symptom); |
582 | free_object (symptom); |
522 | return 0; |
583 | return 0; |
523 | } |
584 | } |
524 | |
585 | |
|
|
586 | if (symptom->stats.dam > 0) |
525 | if(symptom->stats.dam > 0) hit_player(victim,symptom->stats.dam,symptom,symptom->attacktype,1); |
587 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
|
|
588 | else |
526 | else hit_player(victim,(int) MAX(1,-victim->stats.maxhp * symptom->stats.dam / 100.0),symptom,symptom->attacktype,1); |
589 | hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); |
527 | |
590 | |
528 | if(symptom->stats.maxsp>0) sp_reduce = symptom->stats.maxsp; |
591 | if (symptom->stats.maxsp > 0) |
|
|
592 | sp_reduce = symptom->stats.maxsp; |
|
|
593 | else |
529 | else sp_reduce = (int) MAX(1,victim->stats.maxsp * symptom->stats.maxsp/100.0); |
594 | sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); |
530 | victim->stats.sp = MAX(0,victim->stats.sp - sp_reduce); |
595 | victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); |
531 | |
596 | |
532 | /* create the symptom "other arch" object and drop it here |
597 | /* create the symptom "other arch" object and drop it here |
533 | * under every part of the monster |
598 | * under every part of the monster |
534 | * The victim may well have died. |
599 | * The victim may well have died. |
535 | */ |
600 | */ |
536 | |
601 | |
537 | if(victim->map==NULL) return 0; |
602 | if (victim->map == NULL) |
|
|
603 | return 0; |
538 | if(symptom->other_arch) { |
604 | if (symptom->other_arch) |
|
|
605 | { |
539 | object *tmp; |
606 | object *tmp; |
|
|
607 | |
540 | tmp=victim; |
608 | tmp = victim; |
541 | if(tmp->head!=NULL) tmp=tmp->head; |
609 | if (tmp->head != NULL) |
|
|
610 | tmp = tmp->head; |
542 | for(/*tmp initialized above */;tmp!=NULL;tmp=tmp->more) { |
611 | for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more) |
|
|
612 | { |
543 | new_ob = arch_to_object(symptom->other_arch); |
613 | new_ob = arch_to_object (symptom->other_arch); |
544 | new_ob->x = tmp->x; |
614 | new_ob->x = tmp->x; |
545 | new_ob->y = tmp->y; |
615 | new_ob->y = tmp->y; |
546 | new_ob->map = victim->map; |
616 | new_ob->map = victim->map; |
547 | insert_ob_in_map(new_ob,victim->map,victim,0); |
617 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
548 | } |
618 | } |
549 | } |
619 | } |
550 | new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,symptom->msg); |
620 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
551 | |
621 | |
552 | return 1; |
622 | return 1; |
553 | } |
623 | } |
554 | |
624 | |
555 | |
625 | |
556 | /* possibly infect due to direct physical contact |
626 | /* possibly infect due to direct physical contact |
557 | i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
627 | i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
558 | |
628 | |
|
|
629 | int |
559 | int check_physically_infect(object *victim, object *hitter) { |
630 | check_physically_infect (object *victim, object *hitter) |
|
|
631 | { |
560 | object *walk; |
632 | object *walk; |
|
|
633 | |
561 | /* search for diseases, give every disease a chance to infect */ |
634 | /* search for diseases, give every disease a chance to infect */ |
562 | for(walk=hitter->inv;walk!=NULL;walk=walk->below) |
635 | for (walk = hitter->inv; walk != NULL; walk = walk->below) |
563 | if(walk->type==DISEASE) infect_object(victim,walk,0); |
636 | if (walk->type == DISEASE) |
|
|
637 | infect_object (victim, walk, 0); |
564 | return 1; |
638 | return 1; |
565 | } |
639 | } |
566 | |
640 | |
567 | /* find a disease in someone*/ |
641 | /* find a disease in someone*/ |
|
|
642 | object * |
568 | object *find_disease(object *victim) { |
643 | find_disease (object *victim) |
|
|
644 | { |
569 | object *walk; |
645 | object *walk; |
|
|
646 | |
570 | for(walk=victim->inv;walk;walk=walk->below) |
647 | for (walk = victim->inv; walk; walk = walk->below) |
571 | if(walk->type==DISEASE) return walk; |
648 | if (walk->type == DISEASE) |
|
|
649 | return walk; |
572 | return NULL; |
650 | return NULL; |
573 | } |
651 | } |
574 | |
652 | |
575 | /* do the cure disease stuff, from the spell "cure disease" */ |
653 | /* do the cure disease stuff, from the spell "cure disease" */ |
576 | |
654 | |
|
|
655 | int |
577 | int cure_disease(object *sufferer,object *caster) { |
656 | cure_disease (object *sufferer, object *caster) |
|
|
657 | { |
578 | object *disease, *next; |
658 | object *disease, *next; |
579 | int casting_level; |
659 | int casting_level; |
580 | int cure=0; |
660 | int cure = 0; |
581 | |
661 | |
|
|
662 | if (caster) |
582 | if(caster) casting_level = caster->level; |
663 | casting_level = caster->level; |
|
|
664 | else |
583 | else casting_level = 1000; /* if null caster, CURE all. */ |
665 | casting_level = 1000; /* if null caster, CURE all. */ |
584 | |
666 | |
585 | for(disease=sufferer->inv;disease;disease=next) { |
667 | for (disease = sufferer->inv; disease; disease = next) |
|
|
668 | { |
586 | next=disease->below; |
669 | next = disease->below; |
587 | |
670 | |
588 | if(disease->type==DISEASE) { /* attempt to cure this disease */ |
671 | if (disease->type == DISEASE) |
|
|
672 | { /* attempt to cure this disease */ |
589 | /* If caster lvel is higher than disease level, cure chance |
673 | /* If caster lvel is higher than disease level, cure chance |
590 | * is automatic. If lower, then the chance is basically |
674 | * is automatic. If lower, then the chance is basically |
591 | * 1 in level_diff - if there is a 5 level difference, chance |
675 | * 1 in level_diff - if there is a 5 level difference, chance |
592 | * is 1 in 5. |
676 | * is 1 in 5. |
593 | */ |
677 | */ |
594 | if ((casting_level >= disease->level) || |
678 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
595 | ( ! (random_roll(0, (disease->level - casting_level - 1), |
679 | { |
596 | caster, PREFER_LOW) ))) { |
|
|
597 | |
680 | |
598 | remove_symptoms(disease); |
681 | remove_symptoms (disease); |
599 | remove_ob(disease); |
682 | remove_ob (disease); |
600 | cure=1; |
683 | cure = 1; |
601 | if(caster) change_exp(caster,disease->stats.exp, |
684 | if (caster) |
602 | caster->chosen_skill ? &caster->chosen_skill->skill : (const char *)0, 0); |
685 | change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); |
603 | free_object(disease); |
686 | free_object (disease); |
604 | } |
687 | } |
605 | } |
688 | } |
606 | } |
689 | } |
607 | if (cure) { |
690 | if (cure) |
|
|
691 | { |
608 | /* Only draw these messages once */ |
692 | /* Only draw these messages once */ |
609 | if (caster) |
693 | if (caster) |
610 | new_draw_info_format(NDI_UNIQUE,0,caster,"You cure a disease!"); |
694 | new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
611 | new_draw_info(NDI_UNIQUE,0,sufferer,"You no longer feel diseased."); |
695 | new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
612 | } |
696 | } |
613 | return 1; |
697 | return 1; |
614 | } |
698 | } |
615 | |
699 | |
616 | /* reduces disease progression: reduce_symptoms |
700 | /* reduces disease progression: reduce_symptoms |
617 | * return true if we actually reduce a disease. |
701 | * return true if we actually reduce a disease. |
618 | */ |
702 | */ |
619 | |
703 | |
|
|
704 | int |
620 | int reduce_symptoms(object *sufferer, int reduction) { |
705 | reduce_symptoms (object *sufferer, int reduction) |
|
|
706 | { |
621 | object *walk; |
707 | object *walk; |
622 | int success=0; |
708 | int success = 0; |
623 | |
709 | |
624 | for(walk=sufferer->inv;walk;walk=walk->below) { |
710 | for (walk = sufferer->inv; walk; walk = walk->below) |
|
|
711 | { |
625 | if(walk->type==SYMPTOM) { |
712 | if (walk->type == SYMPTOM) |
|
|
713 | { |
626 | if(walk->value > 0) { |
714 | if (walk->value > 0) |
|
|
715 | { |
627 | success=1; |
716 | success = 1; |
628 | walk->value = MAX(0,walk->value - 2*reduction); |
717 | walk->value = MAX (0, walk->value - 2 * reduction); |
629 | /* give the disease time to modify this symptom, |
718 | /* give the disease time to modify this symptom, |
630 | * and reduce its severity. */ |
719 | * and reduce its severity. */ |
631 | walk->speed_left = 0; |
720 | walk->speed_left = 0; |
632 | } |
721 | } |
633 | } |
722 | } |
634 | } |
723 | } |
635 | if (success) |
724 | if (success) |
636 | new_draw_info(NDI_UNIQUE,0,sufferer,"Your illness seems less severe."); |
725 | new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
637 | return success; |
726 | return success; |
638 | } |
727 | } |
639 | |
|
|