1 |
|
2 |
/* |
3 |
* static char *rcsid_disease_c = |
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* "$Id: disease.C,v 1.3 2006-09-03 00:18:42 root Exp $"; |
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*/ |
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|
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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) 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-devel@real-time.com |
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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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|
34 |
|
35 |
|
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/* |
37 |
|
38 |
For DISEASES: |
39 |
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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|
55 |
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 |
129 |
|
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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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#ifndef __CEXTRACT__ |
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# include <sproto.h> |
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#endif |
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#include <spells.h> |
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#include <sounds.h> |
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#include <skills.h> |
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|
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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: |
149 |
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; |
157 |
|
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if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
159 |
return 1; |
160 |
|
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if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
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return 1; |
163 |
|
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if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
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return 1; |
166 |
|
167 |
return 0; |
168 |
} |
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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. |
175 |
*/ |
176 |
|
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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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if (disease->value == 0) |
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{ |
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remove_ob (disease); |
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free_object (disease); |
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return 1; |
186 |
} |
187 |
} |
188 |
else |
189 |
{ |
190 |
/* if we're inside a person, have the disease run its course */ |
191 |
/* negative foods denote "perpetual" diseases. */ |
192 |
if (disease->stats.food > 0) |
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{ |
194 |
disease->stats.food--; |
195 |
if (disease->stats.food == 0) |
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{ |
197 |
remove_symptoms (disease); /* remove the symptoms of this disease */ |
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grant_immunity (disease); |
199 |
remove_ob (disease); |
200 |
free_object (disease); |
201 |
return 1; |
202 |
} |
203 |
} |
204 |
} |
205 |
/* check to see if we infect others */ |
206 |
check_infection (disease); |
207 |
|
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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)) |
210 |
do_symptoms (disease); |
211 |
|
212 |
return 0; |
213 |
} |
214 |
|
215 |
/* remove any symptoms of disease |
216 |
* Modified by MSW 2003-03-28 do try to find all the symptom the |
217 |
* player may have - I think through some odd interactoins with |
218 |
* disease level and player level and whatnot, a player could get |
219 |
* more than one symtpom to a disease. |
220 |
*/ |
221 |
|
222 |
int |
223 |
remove_symptoms (object *disease) |
224 |
{ |
225 |
object *symptom, *victim = NULL; |
226 |
|
227 |
while ((symptom = find_symptom (disease)) != NULL) |
228 |
{ |
229 |
if (!victim) |
230 |
victim = symptom->env; |
231 |
remove_ob (symptom); |
232 |
free_object (symptom); |
233 |
} |
234 |
if (victim) |
235 |
fix_player (victim); |
236 |
return 0; |
237 |
} |
238 |
|
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/* 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) |
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{ |
264 |
x = disease->env->x; |
265 |
y = disease->env->y; |
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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) |
276 |
return 0; |
277 |
for (i = x - range; i <= x + range; i++) |
278 |
{ |
279 |
for (j = y - range; j <= y + range; j++) |
280 |
{ |
281 |
mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
282 |
if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
283 |
{ |
284 |
for (tmp = get_map_ob (map2, i2, j2); tmp; tmp = tmp->above) |
285 |
{ |
286 |
infect_object (tmp, disease, 0); |
287 |
} |
288 |
} |
289 |
} |
290 |
} |
291 |
return 1; |
292 |
} |
293 |
|
294 |
|
295 |
/* check to see if an object is infectable: |
296 |
* objects with immunity aren't infectable. |
297 |
* objects already infected aren't infectable. |
298 |
* dead objects aren't infectable. |
299 |
* undead objects are infectible only if specifically named. |
300 |
*/ |
301 |
int |
302 |
infect_object (object *victim, object *disease, int force) |
303 |
{ |
304 |
object *tmp; |
305 |
object *new_disease; |
306 |
|
307 |
/* don't infect inanimate objects */ |
308 |
if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) |
309 |
return 0; |
310 |
|
311 |
/* check and see if victim can catch disease: diseases |
312 |
* are specific |
313 |
*/ |
314 |
if (!is_susceptible_to_disease (victim, disease)) |
315 |
return 0; |
316 |
|
317 |
/* roll the dice on infection before doing the inventory check! */ |
318 |
if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
319 |
return 0; |
320 |
|
321 |
/* do an immunity check */ |
322 |
if (victim->head) |
323 |
tmp = victim->head->inv; |
324 |
else |
325 |
tmp = victim->inv; |
326 |
|
327 |
/* There used to (IMO) be a flaw in the below - it used to be the case |
328 |
* that if level check was done for both immunity and disease. This could |
329 |
* result in a person with multiple afflictions of the same disease |
330 |
* (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
331 |
* they were cast in that same order. Instead, change it so that |
332 |
* if you diseased, you can't get diseased more. |
333 |
*/ |
334 |
|
335 |
for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) |
336 |
{ |
337 |
if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) |
338 |
return 0; /*Immune! */ |
339 |
else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) |
340 |
return 0; /* already diseased */ |
341 |
} |
342 |
|
343 |
/* If we've gotten this far, go ahead and infect the victim. */ |
344 |
new_disease = get_object (); |
345 |
copy_object (disease, new_disease); |
346 |
new_disease->stats.food = disease->stats.maxgrace; |
347 |
new_disease->value = disease->stats.maxhp; |
348 |
new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
349 |
|
350 |
/* Unfortunately, set_owner does the wrong thing to the skills pointers |
351 |
* resulting in exp going into the owners *current* chosen skill. |
352 |
*/ |
353 |
|
354 |
if (get_owner (disease)) |
355 |
{ |
356 |
set_owner (new_disease, disease->owner); |
357 |
|
358 |
/* Only need to update skill if different */ |
359 |
if (new_disease->skill != disease->skill) |
360 |
new_disease->skill = disease->skill; |
361 |
} |
362 |
else |
363 |
{ /* for diseases which are passed by hitting, set owner and praying skill */ |
364 |
if (disease->env && disease->env->type == PLAYER) |
365 |
{ |
366 |
object *player = disease->env; |
367 |
|
368 |
set_owner (new_disease, player); |
369 |
|
370 |
/* the skill pointer for these diseases should already be set up - |
371 |
* hardcoding in 'praying' is not the right approach. |
372 |
*/ |
373 |
} |
374 |
} |
375 |
|
376 |
insert_ob_in_ob (new_disease, victim); |
377 |
/* This appears to be a horrible case of overloading 'NO_PASS' |
378 |
* for meaning in the diseases. |
379 |
*/ |
380 |
new_disease->move_block = 0; |
381 |
if (new_disease->owner && new_disease->owner->type == PLAYER) |
382 |
{ |
383 |
char buf[128]; |
384 |
|
385 |
/* if the disease has a title, it has a special infection message |
386 |
* This messages is printed in the form MESSAGE victim |
387 |
*/ |
388 |
if (new_disease->title) |
389 |
sprintf (buf, "%s %s!!", &disease->title, &victim->name); |
390 |
else |
391 |
sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
392 |
|
393 |
if (victim->type == PLAYER) |
394 |
new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
395 |
else |
396 |
new_draw_info (0, 4, new_disease->owner, buf); |
397 |
} |
398 |
if (victim->type == PLAYER) |
399 |
new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
400 |
|
401 |
return 1; |
402 |
|
403 |
} |
404 |
|
405 |
|
406 |
|
407 |
/* this function monitors the symptoms caused by the disease (if any), |
408 |
causes symptoms, and modifies existing symptoms in the case of |
409 |
existing diseases. */ |
410 |
|
411 |
int |
412 |
do_symptoms (object *disease) |
413 |
{ |
414 |
object *symptom; |
415 |
object *victim; |
416 |
object *tmp; |
417 |
|
418 |
victim = disease->env; |
419 |
|
420 |
/* This is a quick hack - for whatever reason, disease->env will point |
421 |
* back to disease, causing endless loops. Why this happens really needs |
422 |
* to be found, but this should at least prevent the infinite loops. |
423 |
*/ |
424 |
|
425 |
if (victim == NULL || victim == disease) |
426 |
return 0; /* no-one to inflict symptoms on */ |
427 |
|
428 |
symptom = find_symptom (disease); |
429 |
if (symptom == NULL) |
430 |
{ |
431 |
/* no symptom? need to generate one! */ |
432 |
object *new_symptom; |
433 |
|
434 |
/* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
435 |
if (!is_susceptible_to_disease (victim, disease)) |
436 |
return 0; |
437 |
|
438 |
/* check for an actual immunity */ |
439 |
/* do an immunity check */ |
440 |
if (victim->head) |
441 |
tmp = victim->head->inv; |
442 |
else |
443 |
tmp = victim->inv; |
444 |
|
445 |
for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) |
446 |
{ |
447 |
if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
448 |
if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) |
449 |
return 0; /*Immune! */ |
450 |
} |
451 |
|
452 |
new_symptom = get_archetype (ARCH_SYMPTOM); |
453 |
|
454 |
/* Something special done with dam. We want diseases to be more |
455 |
* random in what they'll kill, so we'll make the damage they |
456 |
* do random, note, this has a weird effect with progressive diseases. |
457 |
*/ |
458 |
if (disease->stats.dam != 0) |
459 |
{ |
460 |
int dam = disease->stats.dam; |
461 |
|
462 |
/* reduce the damage, on average, 50%, and making things random. */ |
463 |
|
464 |
dam = random_roll (1, FABS (dam), victim, PREFER_LOW); |
465 |
if (disease->stats.dam < 0) |
466 |
dam = -dam; |
467 |
new_symptom->stats.dam = dam; |
468 |
} |
469 |
|
470 |
|
471 |
new_symptom->stats.maxsp = disease->stats.maxsp; |
472 |
new_symptom->stats.food = new_symptom->stats.maxgrace; |
473 |
|
474 |
new_symptom->name = new_symptom->name_pl = disease->name; |
475 |
|
476 |
new_symptom->level = disease->level; |
477 |
new_symptom->speed = disease->speed; |
478 |
new_symptom->value = 0; |
479 |
new_symptom->stats.Str = disease->stats.Str; |
480 |
new_symptom->stats.Dex = disease->stats.Dex; |
481 |
new_symptom->stats.Con = disease->stats.Con; |
482 |
new_symptom->stats.Wis = disease->stats.Wis; |
483 |
new_symptom->stats.Int = disease->stats.Int; |
484 |
new_symptom->stats.Pow = disease->stats.Pow; |
485 |
new_symptom->stats.Cha = disease->stats.Cha; |
486 |
new_symptom->stats.sp = disease->stats.sp; |
487 |
new_symptom->stats.food = disease->last_eat; |
488 |
new_symptom->stats.maxsp = disease->stats.maxsp; |
489 |
new_symptom->last_sp = disease->last_sp; |
490 |
new_symptom->stats.exp = 0; |
491 |
new_symptom->stats.hp = disease->stats.hp; |
492 |
new_symptom->msg = disease->msg; |
493 |
new_symptom->attacktype = disease->attacktype; |
494 |
new_symptom->other_arch = disease->other_arch; |
495 |
|
496 |
set_owner (new_symptom, disease->owner); |
497 |
|
498 |
if (new_symptom->skill != disease->skill) |
499 |
new_symptom->skill = disease->skill; |
500 |
|
501 |
new_symptom->move_block = 0; |
502 |
insert_ob_in_ob (new_symptom, victim); |
503 |
return 1; |
504 |
} |
505 |
|
506 |
/* now deal with progressing diseases: we increase the debility |
507 |
* caused by the symptoms. |
508 |
*/ |
509 |
|
510 |
if (disease->stats.ac != 0) |
511 |
{ |
512 |
float scale; |
513 |
|
514 |
symptom->value += disease->stats.ac; |
515 |
scale = 1.0 + symptom->value / 100.0; |
516 |
/* now rescale all the debilities */ |
517 |
symptom->stats.Str = (int) (scale * disease->stats.Str); |
518 |
symptom->stats.Dex = (int) (scale * disease->stats.Dex); |
519 |
symptom->stats.Con = (int) (scale * disease->stats.Con); |
520 |
symptom->stats.Wis = (int) (scale * disease->stats.Wis); |
521 |
symptom->stats.Int = (int) (scale * disease->stats.Int); |
522 |
symptom->stats.Pow = (int) (scale * disease->stats.Pow); |
523 |
symptom->stats.Cha = (int) (scale * disease->stats.Cha); |
524 |
symptom->stats.dam = (int) (scale * disease->stats.dam); |
525 |
symptom->stats.sp = (int) (scale * disease->stats.sp); |
526 |
symptom->stats.food = (int) (scale * disease->last_eat); |
527 |
symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); |
528 |
symptom->last_sp = (int) (scale * disease->last_sp); |
529 |
symptom->stats.exp = 0; |
530 |
symptom->stats.hp = (int) (scale * disease->stats.hp); |
531 |
symptom->msg = disease->msg; |
532 |
symptom->attacktype = disease->attacktype; |
533 |
symptom->other_arch = disease->other_arch; |
534 |
} |
535 |
SET_FLAG (symptom, FLAG_APPLIED); |
536 |
fix_player (victim); |
537 |
return 1; |
538 |
} |
539 |
|
540 |
|
541 |
/* grants immunity to plagues we've seen before. */ |
542 |
int |
543 |
grant_immunity (object *disease) |
544 |
{ |
545 |
object *immunity; |
546 |
object *walk; |
547 |
|
548 |
/* Don't give immunity to this disease if last_heal is set. */ |
549 |
if (disease->last_heal) |
550 |
return 0; |
551 |
/* first, search for an immunity of the same name */ |
552 |
for (walk = disease->env->inv; walk; walk = walk->below) |
553 |
{ |
554 |
if (walk->type == 98 && !strcmp (disease->name, walk->name)) |
555 |
{ |
556 |
walk->level = disease->level; |
557 |
return 1; /* just update the existing immunity. */ |
558 |
} |
559 |
} |
560 |
immunity = get_archetype ("immunity"); |
561 |
immunity->name = disease->name; |
562 |
immunity->level = disease->level; |
563 |
immunity->move_block = 0; |
564 |
insert_ob_in_ob (immunity, disease->env); |
565 |
return 1; |
566 |
|
567 |
} |
568 |
|
569 |
|
570 |
/* make the symptom do the nasty things it does */ |
571 |
|
572 |
int |
573 |
move_symptom (object *symptom) |
574 |
{ |
575 |
object *victim = symptom->env; |
576 |
object *new_ob; |
577 |
int sp_reduce; |
578 |
|
579 |
if (victim == NULL || victim->map == NULL) |
580 |
{ /* outside a monster/player, die immediately */ |
581 |
remove_ob (symptom); |
582 |
free_object (symptom); |
583 |
return 0; |
584 |
} |
585 |
|
586 |
if (symptom->stats.dam > 0) |
587 |
hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
588 |
else |
589 |
hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); |
590 |
|
591 |
if (symptom->stats.maxsp > 0) |
592 |
sp_reduce = symptom->stats.maxsp; |
593 |
else |
594 |
sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); |
595 |
victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); |
596 |
|
597 |
/* create the symptom "other arch" object and drop it here |
598 |
* under every part of the monster |
599 |
* The victim may well have died. |
600 |
*/ |
601 |
|
602 |
if (victim->map == NULL) |
603 |
return 0; |
604 |
if (symptom->other_arch) |
605 |
{ |
606 |
object *tmp; |
607 |
|
608 |
tmp = victim; |
609 |
if (tmp->head != NULL) |
610 |
tmp = tmp->head; |
611 |
for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more) |
612 |
{ |
613 |
new_ob = arch_to_object (symptom->other_arch); |
614 |
new_ob->x = tmp->x; |
615 |
new_ob->y = tmp->y; |
616 |
new_ob->map = victim->map; |
617 |
insert_ob_in_map (new_ob, victim->map, victim, 0); |
618 |
} |
619 |
} |
620 |
new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
621 |
|
622 |
return 1; |
623 |
} |
624 |
|
625 |
|
626 |
/* possibly infect due to direct physical contact |
627 |
i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
628 |
|
629 |
int |
630 |
check_physically_infect (object *victim, object *hitter) |
631 |
{ |
632 |
object *walk; |
633 |
|
634 |
/* search for diseases, give every disease a chance to infect */ |
635 |
for (walk = hitter->inv; walk != NULL; walk = walk->below) |
636 |
if (walk->type == DISEASE) |
637 |
infect_object (victim, walk, 0); |
638 |
return 1; |
639 |
} |
640 |
|
641 |
/* find a disease in someone*/ |
642 |
object * |
643 |
find_disease (object *victim) |
644 |
{ |
645 |
object *walk; |
646 |
|
647 |
for (walk = victim->inv; walk; walk = walk->below) |
648 |
if (walk->type == DISEASE) |
649 |
return walk; |
650 |
return NULL; |
651 |
} |
652 |
|
653 |
/* do the cure disease stuff, from the spell "cure disease" */ |
654 |
|
655 |
int |
656 |
cure_disease (object *sufferer, object *caster) |
657 |
{ |
658 |
object *disease, *next; |
659 |
int casting_level; |
660 |
int cure = 0; |
661 |
|
662 |
if (caster) |
663 |
casting_level = caster->level; |
664 |
else |
665 |
casting_level = 1000; /* if null caster, CURE all. */ |
666 |
|
667 |
for (disease = sufferer->inv; disease; disease = next) |
668 |
{ |
669 |
next = disease->below; |
670 |
|
671 |
if (disease->type == DISEASE) |
672 |
{ /* attempt to cure this disease */ |
673 |
/* If caster lvel is higher than disease level, cure chance |
674 |
* is automatic. If lower, then the chance is basically |
675 |
* 1 in level_diff - if there is a 5 level difference, chance |
676 |
* is 1 in 5. |
677 |
*/ |
678 |
if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
679 |
{ |
680 |
|
681 |
remove_symptoms (disease); |
682 |
remove_ob (disease); |
683 |
cure = 1; |
684 |
if (caster) |
685 |
change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); |
686 |
free_object (disease); |
687 |
} |
688 |
} |
689 |
} |
690 |
if (cure) |
691 |
{ |
692 |
/* Only draw these messages once */ |
693 |
if (caster) |
694 |
new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
695 |
new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
696 |
} |
697 |
return 1; |
698 |
} |
699 |
|
700 |
/* reduces disease progression: reduce_symptoms |
701 |
* return true if we actually reduce a disease. |
702 |
*/ |
703 |
|
704 |
int |
705 |
reduce_symptoms (object *sufferer, int reduction) |
706 |
{ |
707 |
object *walk; |
708 |
int success = 0; |
709 |
|
710 |
for (walk = sufferer->inv; walk; walk = walk->below) |
711 |
{ |
712 |
if (walk->type == SYMPTOM) |
713 |
{ |
714 |
if (walk->value > 0) |
715 |
{ |
716 |
success = 1; |
717 |
walk->value = MAX (0, walk->value - 2 * reduction); |
718 |
/* give the disease time to modify this symptom, |
719 |
* and reduce its severity. */ |
720 |
walk->speed_left = 0; |
721 |
} |
722 |
} |
723 |
} |
724 |
if (success) |
725 |
new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
726 |
return success; |
727 |
} |