1 |
elmex |
1.1 |
/* |
2 |
root |
1.43 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
pippijn |
1.17 |
* |
4 |
root |
1.46 |
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 |
root |
1.25 |
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 |
|
|
* Copyright (©) 1992,2007 Frank Tore Johansen |
7 |
pippijn |
1.17 |
* |
8 |
root |
1.43 |
* Deliantra is free software: you can redistribute it and/or modify |
9 |
root |
1.27 |
* it under the terms of the GNU General Public License as published by |
10 |
|
|
* the Free Software Foundation, either version 3 of the License, or |
11 |
|
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* (at your option) any later version. |
12 |
pippijn |
1.17 |
* |
13 |
root |
1.27 |
* This program is distributed in the hope that it will be useful, |
14 |
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 |
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 |
|
|
* GNU General Public License for more details. |
17 |
root |
1.25 |
* |
18 |
root |
1.27 |
* You should have received a copy of the GNU General Public License |
19 |
|
|
* along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 |
pippijn |
1.17 |
* |
21 |
root |
1.43 |
* The authors can be reached via e-mail to <support@deliantra.net> |
22 |
pippijn |
1.17 |
*/ |
23 |
elmex |
1.1 |
|
24 |
root |
1.21 |
/* This file contains all the code implementing diseases, |
25 |
|
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* except for odds and ends in attack.c and in |
26 |
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* living.c |
27 |
|
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*/ |
28 |
elmex |
1.1 |
|
29 |
|
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/* |
30 |
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|
31 |
|
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For DISEASES: |
32 |
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Stat Property Definition |
33 |
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|
34 |
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attacktype Attack effects Attacktype of the disease. usu. AT_GODPOWER. |
35 |
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other_arch Creation object created and dropped when symptom moved. |
36 |
|
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title Message When the "disease" "infects" something, it will |
37 |
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print "title victim!!!" to the player who owns |
38 |
root |
1.2 |
the "disease". |
39 |
elmex |
1.1 |
wc+ Infectiousness How well the plague spreads person-to-person |
40 |
|
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magic+ Range range of infection |
41 |
|
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Stats* Disability What stats are reduced by the disease (str con...) |
42 |
|
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maxhp+ Persistence How long the disease can last OUTSIDE the host. |
43 |
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value TimeLeft Counter for persistence |
44 |
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dam^ Damage How much damage it does (%?). |
45 |
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maxgrace+ Duration How long before the disease is naturally cured. |
46 |
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food DurCount Counter for Duration |
47 |
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|
48 |
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speed Speed How often the disease moves. |
49 |
root |
1.35 |
last_sp^ Lethargy Percentage of max speed. 10 = 10% speed. |
50 |
elmex |
1.1 |
|
51 |
|
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maxsp^ Mana deplete Saps mana. |
52 |
|
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ac^ Progressiveness How the diseases increases in severity. |
53 |
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last_eat*^ Deplete food saps food if negative |
54 |
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last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
55 |
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when it runs out |
56 |
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|
57 |
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exp experience experience awarded when plague cured |
58 |
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hp*^ ReduceRegen reduces regeneration of disease-bearer |
59 |
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sp*^ ReduceSpRegen reduces spellpoint regeneration |
60 |
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|
61 |
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name Name Name of the plague |
62 |
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msg message What the plague says when it strikes. |
63 |
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race those affected species/race the plague strikes (* = everything) |
64 |
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level Plague Level General description of the plague's deadliness |
65 |
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armour Attenuation reduction in wc per generation of disease. |
66 |
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This builds in a self-limiting factor. |
67 |
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|
68 |
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|
69 |
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Explanations: |
70 |
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* means this # should be negative to cause adverse effect. |
71 |
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+ means that this effect is modulated in spells by ldur |
72 |
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^ means that this effect is modulated in spells by ldam |
73 |
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|
74 |
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attacktype is the attacktype used by the disease to smite "dam" damage with. |
75 |
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|
76 |
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wc/127 is the chance of someone in range catching it. |
77 |
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|
78 |
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magic is the range at which infection may occur. If negative, the range is |
79 |
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NOT level dependent. |
80 |
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|
81 |
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Stats are stat modifications. These should typically be negative. |
82 |
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|
83 |
|
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maxhp is how long the disease will persist if the host dies and "drops" it, |
84 |
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in "disease moves", i.e., moves of the disease. If negative, permanent. |
85 |
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|
86 |
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|
87 |
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value is the counter for maxhp, it starts at maxhp and drops... |
88 |
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|
89 |
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dam if positive, it is straight damage. if negative, a %-age. |
90 |
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|
91 |
|
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maxgrace how long in "disease moves" the disease lasts in the host, if negative, |
92 |
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permanent until cured. |
93 |
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|
94 |
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food if negative, disease is permanent. otherwise, decreases at <speed>, |
95 |
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disease goes away at food=0, set to "maxgrace" on infection. |
96 |
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|
97 |
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speed is the speed of the disease, how fast "disease moves" occur. |
98 |
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|
99 |
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last_sp is the lethargy imposed on the player by the disease. A lethargy |
100 |
|
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of "1" reduces the players speed to 1% of its normal value. |
101 |
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|
102 |
|
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maxsp how much mana is sapped per "disease move". if negative, a %-age is |
103 |
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taken. |
104 |
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|
105 |
|
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ac every "disease move" the severity of the symptoms are increased by |
106 |
|
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ac/100. (severity = 1 + (accumlated_progression)/100) |
107 |
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|
108 |
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last_eat increases food usage if negative. |
109 |
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|
110 |
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111 |
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112 |
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For SYMPTOMS: |
113 |
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|
114 |
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Stats modify stats |
115 |
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hp modify regen |
116 |
|
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value progression counter (multiplier = value/100) |
117 |
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food modify food use (from last_eat in DISEASE) |
118 |
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maxsp suck mana ( as noted for DISEASE) |
119 |
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last_sp Lethargy |
120 |
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msg What to say |
121 |
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speed speed of movement, from DISEASE |
122 |
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123 |
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124 |
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*/ |
125 |
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126 |
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127 |
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#include <global.h> |
128 |
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#include <object.h> |
129 |
|
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#include <living.h> |
130 |
root |
1.14 |
#include <sproto.h> |
131 |
elmex |
1.1 |
#include <spells.h> |
132 |
|
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#include <sounds.h> |
133 |
|
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#include <skills.h> |
134 |
|
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|
135 |
|
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/* IMPLEMENTATION NOTES |
136 |
root |
1.2 |
|
137 |
|
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Diseases may be contageous. They are objects which exist in a player's |
138 |
elmex |
1.1 |
inventory. They themselves do nothing, except modify Symptoms, or |
139 |
|
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spread to other live objects. Symptoms are what actually damage the player: |
140 |
|
|
these are their own object. */ |
141 |
|
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|
142 |
|
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/* check if victim is susceptible to disease. */ |
143 |
root |
1.4 |
static int |
144 |
|
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is_susceptible_to_disease (object *victim, object *disease) |
145 |
elmex |
1.1 |
{ |
146 |
root |
1.4 |
if (!QUERY_FLAG (victim, FLAG_ALIVE)) |
147 |
|
|
return 0; |
148 |
elmex |
1.1 |
|
149 |
root |
1.40 |
if (victim->flag [FLAG_WIZ]) |
150 |
|
|
return 0; |
151 |
|
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|
152 |
root |
1.4 |
if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
153 |
|
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return 1; |
154 |
elmex |
1.1 |
|
155 |
root |
1.28 |
if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
156 |
root |
1.4 |
return 1; |
157 |
elmex |
1.1 |
|
158 |
root |
1.4 |
if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
159 |
|
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return 1; |
160 |
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|
161 |
|
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return 0; |
162 |
elmex |
1.1 |
} |
163 |
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|
164 |
root |
1.4 |
int |
165 |
|
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move_disease (object *disease) |
166 |
|
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{ |
167 |
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/* first task is to determine if the disease is inside or outside of someone. |
168 |
|
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* If outside, we decrement 'value' until we're gone. |
169 |
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*/ |
170 |
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|
171 |
root |
1.29 |
if (!disease->env) |
172 |
root |
1.4 |
{ /* we're outside of someone */ |
173 |
|
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if (disease->stats.maxhp > 0) |
174 |
|
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disease->value--; |
175 |
root |
1.9 |
|
176 |
root |
1.29 |
if (!disease->value) |
177 |
root |
1.4 |
{ |
178 |
root |
1.9 |
disease->destroy (); |
179 |
root |
1.4 |
return 1; |
180 |
root |
1.2 |
} |
181 |
root |
1.4 |
} |
182 |
|
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else |
183 |
|
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{ |
184 |
|
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/* if we're inside a person, have the disease run its course */ |
185 |
root |
1.29 |
/* negative/zero food denotes "perpetual" diseases. */ |
186 |
root |
1.4 |
if (disease->stats.food > 0) |
187 |
|
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{ |
188 |
|
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disease->stats.food--; |
189 |
root |
1.9 |
|
190 |
root |
1.29 |
if (!disease->stats.food) |
191 |
root |
1.4 |
{ |
192 |
|
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remove_symptoms (disease); /* remove the symptoms of this disease */ |
193 |
|
|
grant_immunity (disease); |
194 |
root |
1.9 |
disease->destroy (); |
195 |
root |
1.4 |
return 1; |
196 |
root |
1.2 |
} |
197 |
|
|
} |
198 |
elmex |
1.1 |
} |
199 |
root |
1.9 |
|
200 |
root |
1.4 |
/* check to see if we infect others */ |
201 |
|
|
check_infection (disease); |
202 |
elmex |
1.1 |
|
203 |
root |
1.4 |
/* impose or modify the symptoms of the disease */ |
204 |
|
|
if (disease->env && is_susceptible_to_disease (disease->env, disease)) |
205 |
|
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do_symptoms (disease); |
206 |
elmex |
1.1 |
|
207 |
root |
1.4 |
return 0; |
208 |
elmex |
1.1 |
} |
209 |
|
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|
210 |
|
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/* remove any symptoms of disease |
211 |
|
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* Modified by MSW 2003-03-28 do try to find all the symptom the |
212 |
|
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* player may have - I think through some odd interactoins with |
213 |
|
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* disease level and player level and whatnot, a player could get |
214 |
|
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* more than one symtpom to a disease. |
215 |
|
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*/ |
216 |
root |
1.4 |
int |
217 |
|
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remove_symptoms (object *disease) |
218 |
|
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{ |
219 |
|
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object *symptom, *victim = NULL; |
220 |
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|
221 |
|
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while ((symptom = find_symptom (disease)) != NULL) |
222 |
|
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{ |
223 |
|
|
if (!victim) |
224 |
|
|
victim = symptom->env; |
225 |
root |
1.9 |
|
226 |
|
|
symptom->destroy (); |
227 |
root |
1.4 |
} |
228 |
root |
1.9 |
|
229 |
root |
1.4 |
if (victim) |
230 |
root |
1.13 |
victim->update_stats (); |
231 |
root |
1.30 |
|
232 |
root |
1.4 |
return 0; |
233 |
elmex |
1.1 |
} |
234 |
|
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|
235 |
|
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/* argument is a disease */ |
236 |
root |
1.4 |
object * |
237 |
|
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find_symptom (object *disease) |
238 |
|
|
{ |
239 |
elmex |
1.1 |
/* check the inventory for symptoms */ |
240 |
root |
1.35 |
for (object *walk = disease->env->inv; walk; walk = walk->below) |
241 |
root |
1.19 |
if (walk->name == disease->name && walk->type == SYMPTOM) |
242 |
root |
1.4 |
return walk; |
243 |
root |
1.30 |
|
244 |
elmex |
1.1 |
return NULL; |
245 |
|
|
} |
246 |
root |
1.4 |
|
247 |
elmex |
1.1 |
/* searches around for more victims to infect */ |
248 |
root |
1.4 |
int |
249 |
|
|
check_infection (object *disease) |
250 |
|
|
{ |
251 |
root |
1.39 |
int x, y; |
252 |
root |
1.6 |
maptile *map, *map2; |
253 |
root |
1.4 |
object *tmp; |
254 |
|
|
|
255 |
root |
1.39 |
int range = abs (disease->magic); |
256 |
root |
1.7 |
|
257 |
root |
1.4 |
if (disease->env) |
258 |
|
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{ |
259 |
root |
1.7 |
x = disease->env->x; |
260 |
|
|
y = disease->env->y; |
261 |
root |
1.4 |
map = disease->env->map; |
262 |
|
|
} |
263 |
|
|
else |
264 |
|
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{ |
265 |
root |
1.7 |
x = disease->x; |
266 |
|
|
y = disease->y; |
267 |
root |
1.4 |
map = disease->map; |
268 |
|
|
} |
269 |
|
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|
270 |
root |
1.7 |
if (!map) |
271 |
root |
1.4 |
return 0; |
272 |
root |
1.7 |
|
273 |
|
|
for (int i = x - range; i <= x + range; i++) |
274 |
|
|
for (int j = y - range; j <= y + range; j++) |
275 |
|
|
{ |
276 |
|
|
sint16 i2, j2; |
277 |
root |
1.39 |
int mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
278 |
root |
1.7 |
|
279 |
|
|
if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
280 |
root |
1.12 |
for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) |
281 |
root |
1.7 |
infect_object (tmp, disease, 0); |
282 |
|
|
} |
283 |
|
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|
284 |
root |
1.4 |
return 1; |
285 |
elmex |
1.1 |
} |
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 |
root |
1.4 |
int |
294 |
|
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infect_object (object *victim, object *disease, int force) |
295 |
|
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{ |
296 |
|
|
object *tmp; |
297 |
|
|
object *new_disease; |
298 |
elmex |
1.1 |
|
299 |
root |
1.4 |
/* 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 |
elmex |
1.1 |
|
313 |
root |
1.4 |
/* do an immunity check */ |
314 |
|
|
|
315 |
|
|
/* There used to (IMO) be a flaw in the below - it used to be the case |
316 |
|
|
* that if level check was done for both immunity and disease. This could |
317 |
|
|
* result in a person with multiple afflictions of the same disease |
318 |
|
|
* (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
319 |
|
|
* they were cast in that same order. Instead, change it so that |
320 |
|
|
* if you diseased, you can't get diseased more. |
321 |
|
|
*/ |
322 |
|
|
|
323 |
root |
1.35 |
for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
324 |
|
|
if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
325 |
|
|
return 0; /* Immune! */ |
326 |
|
|
else if (tmp->type == DISEASE && tmp->name == disease->name) |
327 |
|
|
return 0; /* already diseased */ |
328 |
root |
1.4 |
|
329 |
|
|
/* If we've gotten this far, go ahead and infect the victim. */ |
330 |
root |
1.35 |
|
331 |
root |
1.10 |
new_disease = disease->clone (); |
332 |
root |
1.35 |
|
333 |
root |
1.4 |
new_disease->stats.food = disease->stats.maxgrace; |
334 |
root |
1.35 |
new_disease->value = disease->stats.maxhp; |
335 |
|
|
new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
336 |
root |
1.4 |
|
337 |
root |
1.35 |
/* This appears to be a horrible case of overloading 'NO_PASS' |
338 |
|
|
* for meaning in the diseases. |
339 |
root |
1.4 |
*/ |
340 |
root |
1.35 |
new_disease->move_block = 0; |
341 |
|
|
|
342 |
|
|
// insert before setting the owner |
343 |
|
|
victim->head_ ()->insert (new_disease); |
344 |
root |
1.4 |
|
345 |
root |
1.11 |
if (disease->owner) |
346 |
root |
1.35 |
new_disease->set_owner (disease->owner); |
347 |
|
|
else if (object *pl = disease->in_player ()) |
348 |
|
|
/* for diseases which are passed by hitting, set owner and skill */ |
349 |
|
|
new_disease->set_owner (pl); |
350 |
elmex |
1.1 |
|
351 |
root |
1.4 |
if (new_disease->owner && new_disease->owner->type == PLAYER) |
352 |
|
|
{ |
353 |
root |
1.35 |
const char *buf; |
354 |
root |
1.4 |
|
355 |
|
|
/* if the disease has a title, it has a special infection message |
356 |
|
|
* This messages is printed in the form MESSAGE victim |
357 |
|
|
*/ |
358 |
|
|
if (new_disease->title) |
359 |
root |
1.35 |
buf = format ("%s %s!!", &disease->title, &victim->name); |
360 |
root |
1.4 |
else |
361 |
root |
1.35 |
buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
362 |
root |
1.4 |
|
363 |
|
|
if (victim->type == PLAYER) |
364 |
|
|
new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
365 |
|
|
else |
366 |
|
|
new_draw_info (0, 4, new_disease->owner, buf); |
367 |
elmex |
1.1 |
} |
368 |
root |
1.30 |
|
369 |
root |
1.4 |
if (victim->type == PLAYER) |
370 |
|
|
new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
371 |
elmex |
1.1 |
|
372 |
root |
1.4 |
return 1; |
373 |
elmex |
1.1 |
} |
374 |
|
|
|
375 |
|
|
/* this function monitors the symptoms caused by the disease (if any), |
376 |
|
|
causes symptoms, and modifies existing symptoms in the case of |
377 |
|
|
existing diseases. */ |
378 |
root |
1.4 |
int |
379 |
|
|
do_symptoms (object *disease) |
380 |
|
|
{ |
381 |
|
|
object *symptom; |
382 |
|
|
object *victim; |
383 |
|
|
object *tmp; |
384 |
|
|
|
385 |
|
|
victim = disease->env; |
386 |
|
|
|
387 |
root |
1.30 |
if (!victim) |
388 |
|
|
return 0; /* no-one to inflict symptoms on */ |
389 |
|
|
|
390 |
root |
1.4 |
/* This is a quick hack - for whatever reason, disease->env will point |
391 |
|
|
* back to disease, causing endless loops. Why this happens really needs |
392 |
|
|
* to be found, but this should at least prevent the infinite loops. |
393 |
|
|
*/ |
394 |
root |
1.30 |
//TODO: should no longer be the case, monitor, and remove |
395 |
|
|
if (victim == disease) |
396 |
|
|
{ |
397 |
|
|
LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ()); |
398 |
|
|
return 0; |
399 |
|
|
} |
400 |
root |
1.4 |
|
401 |
|
|
symptom = find_symptom (disease); |
402 |
root |
1.30 |
if (!symptom) |
403 |
root |
1.4 |
{ |
404 |
|
|
/* no symptom? need to generate one! */ |
405 |
|
|
|
406 |
|
|
/* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
407 |
|
|
if (!is_susceptible_to_disease (victim, disease)) |
408 |
|
|
return 0; |
409 |
|
|
|
410 |
|
|
/* check for an actual immunity */ |
411 |
|
|
/* do an immunity check */ |
412 |
root |
1.35 |
for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
413 |
root |
1.30 |
if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
414 |
|
|
if (tmp->name == disease->name && tmp->level >= disease->level) |
415 |
root |
1.35 |
return 0; /* Immune! */ |
416 |
root |
1.2 |
|
417 |
root |
1.35 |
object *new_symptom = get_archetype ("symptom"); |
418 |
root |
1.4 |
|
419 |
|
|
/* Something special done with dam. We want diseases to be more |
420 |
|
|
* random in what they'll kill, so we'll make the damage they |
421 |
|
|
* do random, note, this has a weird effect with progressive diseases. |
422 |
|
|
*/ |
423 |
root |
1.35 |
if (disease->stats.dam) |
424 |
root |
1.4 |
{ |
425 |
|
|
int dam = disease->stats.dam; |
426 |
|
|
|
427 |
|
|
/* reduce the damage, on average, 50%, and making things random. */ |
428 |
|
|
|
429 |
root |
1.18 |
dam = random_roll (1, abs (dam), victim, PREFER_LOW); |
430 |
root |
1.4 |
if (disease->stats.dam < 0) |
431 |
|
|
dam = -dam; |
432 |
root |
1.30 |
|
433 |
root |
1.4 |
new_symptom->stats.dam = dam; |
434 |
root |
1.2 |
} |
435 |
elmex |
1.1 |
|
436 |
root |
1.4 |
new_symptom->stats.maxsp = disease->stats.maxsp; |
437 |
root |
1.29 |
new_symptom->stats.food = new_symptom->stats.maxgrace; |
438 |
root |
1.4 |
|
439 |
|
|
new_symptom->name = new_symptom->name_pl = disease->name; |
440 |
|
|
|
441 |
|
|
new_symptom->level = disease->level; |
442 |
|
|
new_symptom->speed = disease->speed; |
443 |
|
|
new_symptom->value = 0; |
444 |
root |
1.22 |
|
445 |
|
|
for (int i = 0; i < NUM_STATS; ++i) |
446 |
|
|
new_symptom->stats.stat (i) = disease->stats.stat (i); |
447 |
|
|
|
448 |
root |
1.29 |
new_symptom->stats.sp = disease->stats.sp; |
449 |
|
|
new_symptom->stats.food = disease->last_eat; |
450 |
root |
1.4 |
new_symptom->stats.maxsp = disease->stats.maxsp; |
451 |
root |
1.29 |
new_symptom->last_sp = disease->last_sp; |
452 |
|
|
new_symptom->stats.exp = 0; |
453 |
|
|
new_symptom->stats.hp = disease->stats.hp; |
454 |
|
|
new_symptom->msg = disease->msg; |
455 |
|
|
new_symptom->attacktype = disease->attacktype; |
456 |
|
|
new_symptom->other_arch = disease->other_arch; |
457 |
root |
1.35 |
new_symptom->skill = disease->skill; |
458 |
|
|
|
459 |
|
|
new_symptom->move_block = 0; |
460 |
|
|
|
461 |
|
|
victim->head_ ()->insert (new_symptom); |
462 |
root |
1.4 |
|
463 |
root |
1.36 |
// set owner last, as insert clears owner |
464 |
root |
1.11 |
new_symptom->set_owner (disease->owner); |
465 |
root |
1.4 |
|
466 |
|
|
return 1; |
467 |
|
|
} |
468 |
|
|
|
469 |
root |
1.23 |
/* now deal with progressing diseases: we increase the debility |
470 |
root |
1.4 |
* caused by the symptoms. |
471 |
|
|
*/ |
472 |
root |
1.29 |
if (disease->stats.ac) |
473 |
root |
1.4 |
{ |
474 |
root |
1.29 |
symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100); |
475 |
root |
1.4 |
|
476 |
root |
1.23 |
float scale = 1.f + symptom->value / 100.f; |
477 |
root |
1.22 |
|
478 |
root |
1.4 |
/* now rescale all the debilities */ |
479 |
root |
1.22 |
for (int i = 0; i < NUM_STATS; ++i) |
480 |
root |
1.31 |
symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127); |
481 |
root |
1.22 |
|
482 |
root |
1.29 |
symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024); |
483 |
|
|
symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); |
484 |
|
|
symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024); |
485 |
|
|
symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024); |
486 |
|
|
symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024); |
487 |
root |
1.22 |
symptom->stats.exp = 0; |
488 |
root |
1.33 |
symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0; |
489 |
root |
1.29 |
symptom->msg = disease->msg; |
490 |
|
|
symptom->attacktype = disease->attacktype; |
491 |
|
|
symptom->other_arch = disease->other_arch; |
492 |
elmex |
1.1 |
} |
493 |
root |
1.23 |
|
494 |
root |
1.4 |
SET_FLAG (symptom, FLAG_APPLIED); |
495 |
root |
1.13 |
victim->update_stats (); |
496 |
root |
1.23 |
|
497 |
root |
1.4 |
return 1; |
498 |
elmex |
1.1 |
} |
499 |
|
|
|
500 |
|
|
/* grants immunity to plagues we've seen before. */ |
501 |
root |
1.4 |
int |
502 |
|
|
grant_immunity (object *disease) |
503 |
|
|
{ |
504 |
|
|
object *immunity; |
505 |
elmex |
1.1 |
object *walk; |
506 |
root |
1.4 |
|
507 |
elmex |
1.1 |
/* Don't give immunity to this disease if last_heal is set. */ |
508 |
root |
1.4 |
if (disease->last_heal) |
509 |
|
|
return 0; |
510 |
root |
1.35 |
|
511 |
elmex |
1.1 |
/* first, search for an immunity of the same name */ |
512 |
root |
1.4 |
for (walk = disease->env->inv; walk; walk = walk->below) |
513 |
root |
1.35 |
if (walk->type == 98 && disease->name == walk->name) |
514 |
|
|
{ |
515 |
|
|
walk->level = disease->level; |
516 |
|
|
return 1; /* just update the existing immunity. */ |
517 |
|
|
} |
518 |
|
|
|
519 |
root |
1.4 |
immunity = get_archetype ("immunity"); |
520 |
root |
1.35 |
|
521 |
|
|
immunity->name = disease->name; |
522 |
|
|
immunity->level = disease->level; |
523 |
elmex |
1.1 |
immunity->move_block = 0; |
524 |
root |
1.35 |
|
525 |
root |
1.4 |
insert_ob_in_ob (immunity, disease->env); |
526 |
root |
1.35 |
|
527 |
elmex |
1.1 |
return 1; |
528 |
|
|
} |
529 |
|
|
|
530 |
|
|
/* make the symptom do the nasty things it does */ |
531 |
root |
1.4 |
int |
532 |
|
|
move_symptom (object *symptom) |
533 |
|
|
{ |
534 |
|
|
object *victim = symptom->env; |
535 |
|
|
object *new_ob; |
536 |
|
|
int sp_reduce; |
537 |
|
|
|
538 |
root |
1.36 |
if (!victim || !victim->map) |
539 |
root |
1.4 |
{ /* outside a monster/player, die immediately */ |
540 |
root |
1.9 |
symptom->destroy (); |
541 |
root |
1.4 |
return 0; |
542 |
|
|
} |
543 |
|
|
|
544 |
|
|
if (symptom->stats.dam > 0) |
545 |
|
|
hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
546 |
|
|
else |
547 |
root |
1.45 |
hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100), symptom, symptom->attacktype, 1); |
548 |
root |
1.4 |
|
549 |
|
|
if (symptom->stats.maxsp > 0) |
550 |
|
|
sp_reduce = symptom->stats.maxsp; |
551 |
|
|
else |
552 |
root |
1.45 |
sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100); |
553 |
root |
1.35 |
|
554 |
root |
1.37 |
victim->stats.sp = max (0, victim->stats.sp - sp_reduce); |
555 |
root |
1.4 |
|
556 |
|
|
/* create the symptom "other arch" object and drop it here |
557 |
|
|
* under every part of the monster |
558 |
|
|
* The victim may well have died. |
559 |
|
|
*/ |
560 |
root |
1.42 |
if (victim->map) |
561 |
|
|
{ |
562 |
|
|
victim->play_sound (symptom->sound); |
563 |
|
|
|
564 |
|
|
if (symptom->other_arch) |
565 |
|
|
for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) |
566 |
|
|
{ |
567 |
|
|
new_ob = arch_to_object (symptom->other_arch); |
568 |
|
|
new_ob->x = tmp->x; |
569 |
|
|
new_ob->y = tmp->y; |
570 |
|
|
new_ob->map = victim->map; |
571 |
|
|
insert_ob_in_map (new_ob, victim->map, victim, 0); |
572 |
|
|
} |
573 |
|
|
} |
574 |
root |
1.4 |
|
575 |
|
|
new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
576 |
|
|
|
577 |
|
|
return 1; |
578 |
elmex |
1.1 |
} |
579 |
|
|
|
580 |
root |
1.20 |
/* possibly infect due to direct physical contact |
581 |
|
|
* i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
582 |
root |
1.4 |
int |
583 |
|
|
check_physically_infect (object *victim, object *hitter) |
584 |
|
|
{ |
585 |
root |
1.20 |
/* search for diseases, give every disease a chance to infect */ |
586 |
|
|
for (object *disease = hitter->inv; disease; disease = disease->below) |
587 |
|
|
if (disease->type == DISEASE) |
588 |
|
|
infect_object (victim, disease, 0); |
589 |
root |
1.4 |
|
590 |
elmex |
1.1 |
return 1; |
591 |
|
|
} |
592 |
|
|
|
593 |
root |
1.20 |
// find a disease in someone |
594 |
root |
1.4 |
object * |
595 |
|
|
find_disease (object *victim) |
596 |
|
|
{ |
597 |
root |
1.20 |
for (object *disease = victim->inv; disease; disease = disease->below) |
598 |
|
|
if (disease->type == DISEASE) |
599 |
|
|
return disease; |
600 |
root |
1.4 |
|
601 |
root |
1.20 |
return 0; |
602 |
elmex |
1.1 |
} |
603 |
root |
1.4 |
|
604 |
elmex |
1.1 |
/* do the cure disease stuff, from the spell "cure disease" */ |
605 |
root |
1.4 |
int |
606 |
root |
1.41 |
cure_disease (object *sufferer, object *caster, object *spell) |
607 |
root |
1.4 |
{ |
608 |
|
|
object *disease, *next; |
609 |
|
|
int cure = 0; |
610 |
|
|
|
611 |
root |
1.41 |
int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */ |
612 |
root |
1.4 |
|
613 |
|
|
for (disease = sufferer->inv; disease; disease = next) |
614 |
|
|
{ |
615 |
|
|
next = disease->below; |
616 |
|
|
|
617 |
|
|
if (disease->type == DISEASE) |
618 |
|
|
{ /* attempt to cure this disease */ |
619 |
root |
1.21 |
/* If caster level is higher than disease level, cure chance |
620 |
root |
1.4 |
* is automatic. If lower, then the chance is basically |
621 |
|
|
* 1 in level_diff - if there is a 5 level difference, chance |
622 |
|
|
* is 1 in 5. |
623 |
|
|
*/ |
624 |
|
|
if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
625 |
|
|
{ |
626 |
|
|
remove_symptoms (disease); |
627 |
|
|
cure = 1; |
628 |
root |
1.9 |
|
629 |
root |
1.41 |
if (caster && spell) |
630 |
|
|
change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY); |
631 |
root |
1.9 |
|
632 |
|
|
disease->destroy (); |
633 |
root |
1.2 |
} |
634 |
|
|
} |
635 |
elmex |
1.1 |
} |
636 |
root |
1.21 |
|
637 |
root |
1.4 |
if (cure) |
638 |
|
|
{ |
639 |
|
|
/* Only draw these messages once */ |
640 |
|
|
if (caster) |
641 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
642 |
root |
1.21 |
|
643 |
root |
1.4 |
new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
644 |
elmex |
1.1 |
} |
645 |
root |
1.21 |
|
646 |
elmex |
1.1 |
return 1; |
647 |
|
|
} |
648 |
|
|
|
649 |
|
|
/* reduces disease progression: reduce_symptoms |
650 |
|
|
* return true if we actually reduce a disease. |
651 |
|
|
*/ |
652 |
root |
1.4 |
int |
653 |
|
|
reduce_symptoms (object *sufferer, int reduction) |
654 |
|
|
{ |
655 |
|
|
object *walk; |
656 |
|
|
int success = 0; |
657 |
|
|
|
658 |
|
|
for (walk = sufferer->inv; walk; walk = walk->below) |
659 |
|
|
{ |
660 |
|
|
if (walk->type == SYMPTOM) |
661 |
|
|
{ |
662 |
|
|
if (walk->value > 0) |
663 |
|
|
{ |
664 |
|
|
success = 1; |
665 |
root |
1.29 |
walk->value = max (0, walk->value - 2 * reduction); |
666 |
root |
1.4 |
/* give the disease time to modify this symptom, |
667 |
|
|
* and reduce its severity. */ |
668 |
|
|
walk->speed_left = 0; |
669 |
root |
1.2 |
} |
670 |
root |
1.4 |
} |
671 |
elmex |
1.1 |
} |
672 |
root |
1.29 |
|
673 |
root |
1.4 |
if (success) |
674 |
|
|
new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
675 |
root |
1.29 |
|
676 |
root |
1.4 |
return success; |
677 |
elmex |
1.1 |
} |