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/* |
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* This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
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* |
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* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
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* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Crossfire TRT is free software; you can redistribute it and/or modify it |
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* under the terms of the GNU General Public License as published by the Free |
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* Software Foundation; either version 2 of the License, or (at your option) |
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* any later version. |
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* |
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* This program is distributed in the hope that it will be useful, but |
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* WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
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* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
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* for more details. |
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* |
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* You should have received a copy of the GNU General Public License along |
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* with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
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* Franklin Street, Fifth Floor, Boston, MA 02110-1301 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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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; |
149 |
|
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if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
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return 1; |
152 |
|
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if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
154 |
return 1; |
155 |
|
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if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
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return 1; |
158 |
|
159 |
return 0; |
160 |
} |
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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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*/ |
168 |
|
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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; |
178 |
} |
179 |
} |
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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 */ |
183 |
/* negative foods denote "perpetual" diseases. */ |
184 |
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 */ |
191 |
grant_immunity (disease); |
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disease->destroy (); |
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return 1; |
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} |
195 |
} |
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} |
197 |
|
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/* check to see if we infect others */ |
199 |
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; |
206 |
} |
207 |
|
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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 |
210 |
* player may have - I think through some odd interactoins with |
211 |
* disease level and player level and whatnot, a player could get |
212 |
* more than one symtpom to a disease. |
213 |
*/ |
214 |
|
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int |
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remove_symptoms (object *disease) |
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{ |
218 |
object *symptom, *victim = NULL; |
219 |
|
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while ((symptom = find_symptom (disease)) != NULL) |
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{ |
222 |
if (!victim) |
223 |
victim = symptom->env; |
224 |
|
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symptom->destroy (); |
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} |
227 |
|
228 |
if (victim) |
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victim->update_stats (); |
230 |
return 0; |
231 |
} |
232 |
|
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/* argument is a disease */ |
234 |
object * |
235 |
find_symptom (object *disease) |
236 |
{ |
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object *walk; |
238 |
|
239 |
/* check the inventory for symptoms */ |
240 |
for (walk = disease->env->inv; walk; walk = walk->below) |
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if (walk->name == disease->name && walk->type == SYMPTOM) |
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return walk; |
243 |
return NULL; |
244 |
} |
245 |
|
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/* searches around for more victims to infect */ |
247 |
int |
248 |
check_infection (object *disease) |
249 |
{ |
250 |
int x, y, range, mflags; |
251 |
maptile *map, *map2; |
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object *tmp; |
253 |
|
254 |
range = abs (disease->magic); |
255 |
|
256 |
if (disease->env) |
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{ |
258 |
x = disease->env->x; |
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y = disease->env->y; |
260 |
map = disease->env->map; |
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} |
262 |
else |
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{ |
264 |
x = disease->x; |
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y = disease->y; |
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map = disease->map; |
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} |
268 |
|
269 |
if (!map) |
270 |
return 0; |
271 |
|
272 |
for (int i = x - range; i <= x + range; i++) |
273 |
for (int j = y - range; j <= y + range; j++) |
274 |
{ |
275 |
sint16 i2, j2; |
276 |
mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
277 |
|
278 |
if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
279 |
for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) |
280 |
infect_object (tmp, disease, 0); |
281 |
} |
282 |
|
283 |
return 1; |
284 |
} |
285 |
|
286 |
|
287 |
/* check to see if an object is infectable: |
288 |
* objects with immunity aren't infectable. |
289 |
* objects already infected aren't infectable. |
290 |
* dead objects aren't infectable. |
291 |
* undead objects are infectible only if specifically named. |
292 |
*/ |
293 |
int |
294 |
infect_object (object *victim, object *disease, int force) |
295 |
{ |
296 |
object *tmp; |
297 |
object *new_disease; |
298 |
|
299 |
/* don't infect inanimate objects */ |
300 |
if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) |
301 |
return 0; |
302 |
|
303 |
/* check and see if victim can catch disease: diseases |
304 |
* are specific |
305 |
*/ |
306 |
if (!is_susceptible_to_disease (victim, disease)) |
307 |
return 0; |
308 |
|
309 |
/* roll the dice on infection before doing the inventory check! */ |
310 |
if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
311 |
return 0; |
312 |
|
313 |
/* do an immunity check */ |
314 |
if (victim->head) |
315 |
tmp = victim->head->inv; |
316 |
else |
317 |
tmp = victim->inv; |
318 |
|
319 |
/* There used to (IMO) be a flaw in the below - it used to be the case |
320 |
* that if level check was done for both immunity and disease. This could |
321 |
* result in a person with multiple afflictions of the same disease |
322 |
* (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
323 |
* they were cast in that same order. Instead, change it so that |
324 |
* if you diseased, you can't get diseased more. |
325 |
*/ |
326 |
|
327 |
for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
328 |
{ |
329 |
if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
330 |
return 0; /* Immune! */ |
331 |
else if (tmp->type == DISEASE && tmp->name == disease->name) |
332 |
return 0; /* already diseased */ |
333 |
} |
334 |
|
335 |
/* If we've gotten this far, go ahead and infect the victim. */ |
336 |
new_disease = disease->clone (); |
337 |
new_disease->stats.food = disease->stats.maxgrace; |
338 |
new_disease->value = disease->stats.maxhp; |
339 |
new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
340 |
|
341 |
/* Unfortunately, set_owner does the wrong thing to the skills pointers |
342 |
* resulting in exp going into the owners *current* chosen skill. |
343 |
*/ |
344 |
|
345 |
if (disease->owner) |
346 |
{ |
347 |
new_disease->set_owner (disease->owner); |
348 |
|
349 |
/* Only need to update skill if different */ |
350 |
if (new_disease->skill != disease->skill) |
351 |
new_disease->skill = disease->skill; |
352 |
} |
353 |
else |
354 |
{ /* for diseases which are passed by hitting, set owner and praying skill */ |
355 |
if (disease->env && disease->env->type == PLAYER) |
356 |
{ |
357 |
object *player = disease->env; |
358 |
|
359 |
new_disease->set_owner (player); |
360 |
|
361 |
/* the skill pointer for these diseases should already be set up - |
362 |
* hardcoding in 'praying' is not the right approach. |
363 |
*/ |
364 |
} |
365 |
} |
366 |
|
367 |
insert_ob_in_ob (new_disease, victim->head_ ()); |
368 |
/* This appears to be a horrible case of overloading 'NO_PASS' |
369 |
* for meaning in the diseases. |
370 |
*/ |
371 |
new_disease->move_block = 0; |
372 |
if (new_disease->owner && new_disease->owner->type == PLAYER) |
373 |
{ |
374 |
char buf[128]; |
375 |
|
376 |
/* if the disease has a title, it has a special infection message |
377 |
* This messages is printed in the form MESSAGE victim |
378 |
*/ |
379 |
if (new_disease->title) |
380 |
sprintf (buf, "%s %s!!", &disease->title, &victim->name); |
381 |
else |
382 |
sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
383 |
|
384 |
if (victim->type == PLAYER) |
385 |
new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
386 |
else |
387 |
new_draw_info (0, 4, new_disease->owner, buf); |
388 |
} |
389 |
if (victim->type == PLAYER) |
390 |
new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
391 |
|
392 |
return 1; |
393 |
|
394 |
} |
395 |
|
396 |
|
397 |
|
398 |
/* this function monitors the symptoms caused by the disease (if any), |
399 |
causes symptoms, and modifies existing symptoms in the case of |
400 |
existing diseases. */ |
401 |
|
402 |
int |
403 |
do_symptoms (object *disease) |
404 |
{ |
405 |
object *symptom; |
406 |
object *victim; |
407 |
object *tmp; |
408 |
|
409 |
victim = disease->env; |
410 |
|
411 |
/* This is a quick hack - for whatever reason, disease->env will point |
412 |
* back to disease, causing endless loops. Why this happens really needs |
413 |
* to be found, but this should at least prevent the infinite loops. |
414 |
*/ |
415 |
|
416 |
if (victim == NULL || victim == disease) |
417 |
return 0; /* no-one to inflict symptoms on */ |
418 |
|
419 |
symptom = find_symptom (disease); |
420 |
if (symptom == NULL) |
421 |
{ |
422 |
/* no symptom? need to generate one! */ |
423 |
object *new_symptom; |
424 |
|
425 |
/* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
426 |
if (!is_susceptible_to_disease (victim, disease)) |
427 |
return 0; |
428 |
|
429 |
/* check for an actual immunity */ |
430 |
/* do an immunity check */ |
431 |
if (victim->head) |
432 |
tmp = victim->head->inv; |
433 |
else |
434 |
tmp = victim->inv; |
435 |
|
436 |
for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
437 |
{ |
438 |
if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
439 |
if (tmp->name == disease->name && tmp->level >= disease->level) |
440 |
return 0; /*Immune! */ |
441 |
} |
442 |
|
443 |
new_symptom = get_archetype ("symptom"); |
444 |
|
445 |
/* Something special done with dam. We want diseases to be more |
446 |
* random in what they'll kill, so we'll make the damage they |
447 |
* do random, note, this has a weird effect with progressive diseases. |
448 |
*/ |
449 |
if (disease->stats.dam != 0) |
450 |
{ |
451 |
int dam = disease->stats.dam; |
452 |
|
453 |
/* reduce the damage, on average, 50%, and making things random. */ |
454 |
|
455 |
dam = random_roll (1, abs (dam), victim, PREFER_LOW); |
456 |
if (disease->stats.dam < 0) |
457 |
dam = -dam; |
458 |
new_symptom->stats.dam = dam; |
459 |
} |
460 |
|
461 |
|
462 |
new_symptom->stats.maxsp = disease->stats.maxsp; |
463 |
new_symptom->stats.food = new_symptom->stats.maxgrace; |
464 |
|
465 |
new_symptom->name = new_symptom->name_pl = disease->name; |
466 |
|
467 |
new_symptom->level = disease->level; |
468 |
new_symptom->speed = disease->speed; |
469 |
new_symptom->value = 0; |
470 |
|
471 |
for (int i = 0; i < NUM_STATS; ++i) |
472 |
new_symptom->stats.stat (i) = disease->stats.stat (i); |
473 |
|
474 |
new_symptom->stats.sp = disease->stats.sp; |
475 |
new_symptom->stats.food = disease->last_eat; |
476 |
new_symptom->stats.maxsp = disease->stats.maxsp; |
477 |
new_symptom->last_sp = disease->last_sp; |
478 |
new_symptom->stats.exp = 0; |
479 |
new_symptom->stats.hp = disease->stats.hp; |
480 |
new_symptom->msg = disease->msg; |
481 |
new_symptom->attacktype = disease->attacktype; |
482 |
new_symptom->other_arch = disease->other_arch; |
483 |
|
484 |
new_symptom->set_owner (disease->owner); |
485 |
|
486 |
if (new_symptom->skill != disease->skill) |
487 |
new_symptom->skill = disease->skill; |
488 |
|
489 |
new_symptom->move_block = 0; |
490 |
insert_ob_in_ob (new_symptom, victim); |
491 |
return 1; |
492 |
} |
493 |
|
494 |
/* now deal with progressing diseases: we increase the debility |
495 |
* caused by the symptoms. |
496 |
*/ |
497 |
if (disease->stats.ac != 0) |
498 |
{ |
499 |
symptom->value += disease->stats.ac; |
500 |
|
501 |
float scale = 1.f + symptom->value / 100.f; |
502 |
|
503 |
/* now rescale all the debilities */ |
504 |
for (int i = 0; i < NUM_STATS; ++i) |
505 |
symptom->stats.stat (i) = scale * disease->stats.stat (i); |
506 |
|
507 |
symptom->stats.dam = scale * disease->stats.dam; |
508 |
symptom->stats.sp = scale * disease->stats.sp; |
509 |
symptom->stats.food = scale * disease->last_eat; |
510 |
symptom->stats.maxsp = scale * disease->stats.maxsp; |
511 |
symptom->last_sp = scale * disease->last_sp; |
512 |
symptom->stats.exp = 0; |
513 |
symptom->stats.hp = scale * disease->stats.hp; |
514 |
|
515 |
symptom->msg = disease->msg; |
516 |
symptom->attacktype = disease->attacktype; |
517 |
symptom->other_arch = disease->other_arch; |
518 |
} |
519 |
|
520 |
SET_FLAG (symptom, FLAG_APPLIED); |
521 |
victim->update_stats (); |
522 |
|
523 |
return 1; |
524 |
} |
525 |
|
526 |
/* grants immunity to plagues we've seen before. */ |
527 |
int |
528 |
grant_immunity (object *disease) |
529 |
{ |
530 |
object *immunity; |
531 |
object *walk; |
532 |
|
533 |
/* Don't give immunity to this disease if last_heal is set. */ |
534 |
if (disease->last_heal) |
535 |
return 0; |
536 |
/* first, search for an immunity of the same name */ |
537 |
for (walk = disease->env->inv; walk; walk = walk->below) |
538 |
{ |
539 |
if (walk->type == 98 && disease->name == walk->name) |
540 |
{ |
541 |
walk->level = disease->level; |
542 |
return 1; /* just update the existing immunity. */ |
543 |
} |
544 |
} |
545 |
immunity = get_archetype ("immunity"); |
546 |
immunity->name = disease->name; |
547 |
immunity->level = disease->level; |
548 |
immunity->move_block = 0; |
549 |
insert_ob_in_ob (immunity, disease->env); |
550 |
return 1; |
551 |
|
552 |
} |
553 |
|
554 |
|
555 |
/* make the symptom do the nasty things it does */ |
556 |
|
557 |
int |
558 |
move_symptom (object *symptom) |
559 |
{ |
560 |
object *victim = symptom->env; |
561 |
object *new_ob; |
562 |
int sp_reduce; |
563 |
|
564 |
if (victim == NULL || victim->map == NULL) |
565 |
{ /* outside a monster/player, die immediately */ |
566 |
symptom->destroy (); |
567 |
return 0; |
568 |
} |
569 |
|
570 |
if (symptom->stats.dam > 0) |
571 |
hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
572 |
else |
573 |
hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); |
574 |
|
575 |
if (symptom->stats.maxsp > 0) |
576 |
sp_reduce = symptom->stats.maxsp; |
577 |
else |
578 |
sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); |
579 |
victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); |
580 |
|
581 |
/* create the symptom "other arch" object and drop it here |
582 |
* under every part of the monster |
583 |
* The victim may well have died. |
584 |
*/ |
585 |
|
586 |
if (victim->map == NULL) |
587 |
return 0; |
588 |
if (symptom->other_arch) |
589 |
{ |
590 |
object *tmp; |
591 |
|
592 |
tmp = victim; |
593 |
if (tmp->head != NULL) |
594 |
tmp = tmp->head; |
595 |
for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more) |
596 |
{ |
597 |
new_ob = arch_to_object (symptom->other_arch); |
598 |
new_ob->x = tmp->x; |
599 |
new_ob->y = tmp->y; |
600 |
new_ob->map = victim->map; |
601 |
insert_ob_in_map (new_ob, victim->map, victim, 0); |
602 |
} |
603 |
} |
604 |
new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
605 |
|
606 |
return 1; |
607 |
} |
608 |
|
609 |
/* possibly infect due to direct physical contact |
610 |
* i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
611 |
int |
612 |
check_physically_infect (object *victim, object *hitter) |
613 |
{ |
614 |
/* search for diseases, give every disease a chance to infect */ |
615 |
for (object *disease = hitter->inv; disease; disease = disease->below) |
616 |
if (disease->type == DISEASE) |
617 |
infect_object (victim, disease, 0); |
618 |
|
619 |
return 1; |
620 |
} |
621 |
|
622 |
// find a disease in someone |
623 |
object * |
624 |
find_disease (object *victim) |
625 |
{ |
626 |
for (object *disease = victim->inv; disease; disease = disease->below) |
627 |
if (disease->type == DISEASE) |
628 |
return disease; |
629 |
|
630 |
return 0; |
631 |
} |
632 |
|
633 |
/* do the cure disease stuff, from the spell "cure disease" */ |
634 |
int |
635 |
cure_disease (object *sufferer, object *caster) |
636 |
{ |
637 |
object *disease, *next; |
638 |
int casting_level; |
639 |
int cure = 0; |
640 |
|
641 |
if (caster) |
642 |
casting_level = caster->level; |
643 |
else |
644 |
casting_level = 1000; /* if null caster, CURE all. */ |
645 |
|
646 |
for (disease = sufferer->inv; disease; disease = next) |
647 |
{ |
648 |
next = disease->below; |
649 |
|
650 |
if (disease->type == DISEASE) |
651 |
{ /* attempt to cure this disease */ |
652 |
/* If caster level is higher than disease level, cure chance |
653 |
* is automatic. If lower, then the chance is basically |
654 |
* 1 in level_diff - if there is a 5 level difference, chance |
655 |
* is 1 in 5. |
656 |
*/ |
657 |
if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
658 |
{ |
659 |
remove_symptoms (disease); |
660 |
cure = 1; |
661 |
|
662 |
if (caster) |
663 |
change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); |
664 |
|
665 |
disease->destroy (); |
666 |
} |
667 |
} |
668 |
} |
669 |
|
670 |
if (cure) |
671 |
{ |
672 |
/* Only draw these messages once */ |
673 |
if (caster) |
674 |
new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
675 |
|
676 |
new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
677 |
} |
678 |
|
679 |
return 1; |
680 |
} |
681 |
|
682 |
/* reduces disease progression: reduce_symptoms |
683 |
* return true if we actually reduce a disease. |
684 |
*/ |
685 |
|
686 |
int |
687 |
reduce_symptoms (object *sufferer, int reduction) |
688 |
{ |
689 |
object *walk; |
690 |
int success = 0; |
691 |
|
692 |
for (walk = sufferer->inv; walk; walk = walk->below) |
693 |
{ |
694 |
if (walk->type == SYMPTOM) |
695 |
{ |
696 |
if (walk->value > 0) |
697 |
{ |
698 |
success = 1; |
699 |
walk->value = MAX (0, walk->value - 2 * reduction); |
700 |
/* give the disease time to modify this symptom, |
701 |
* and reduce its severity. */ |
702 |
walk->speed_left = 0; |
703 |
} |
704 |
} |
705 |
} |
706 |
if (success) |
707 |
new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
708 |
return success; |
709 |
} |