1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* This file contains all the code implementing diseases, |
24 | /* This file contains all the code implementing diseases, |
26 | except for odds and ends in attack.c and in |
25 | * except for odds and ends in attack.c and in |
27 | living.c*/ |
26 | * living.c |
28 | |
27 | */ |
29 | |
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|
30 | |
28 | |
31 | /* |
29 | /* |
32 | |
30 | |
33 | For DISEASES: |
31 | For DISEASES: |
34 | Stat Property Definition |
32 | Stat Property Definition |
… | |
… | |
237 | { |
235 | { |
238 | object *walk; |
236 | object *walk; |
239 | |
237 | |
240 | /* check the inventory for symptoms */ |
238 | /* check the inventory for symptoms */ |
241 | for (walk = disease->env->inv; walk; walk = walk->below) |
239 | for (walk = disease->env->inv; walk; walk = walk->below) |
242 | if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM) |
240 | if (walk->name == disease->name && walk->type == SYMPTOM) |
243 | return walk; |
241 | return walk; |
244 | return NULL; |
242 | return NULL; |
245 | } |
243 | } |
246 | |
244 | |
247 | /* searches around for more victims to infect */ |
245 | /* searches around for more victims to infect */ |
… | |
… | |
325 | * if you diseased, you can't get diseased more. |
323 | * if you diseased, you can't get diseased more. |
326 | */ |
324 | */ |
327 | |
325 | |
328 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
326 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
329 | { |
327 | { |
330 | if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) |
328 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
331 | return 0; /* Immune! */ |
329 | return 0; /* Immune! */ |
332 | else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) |
330 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
333 | return 0; /* already diseased */ |
331 | return 0; /* already diseased */ |
334 | } |
332 | } |
335 | |
333 | |
336 | /* If we've gotten this far, go ahead and infect the victim. */ |
334 | /* If we've gotten this far, go ahead and infect the victim. */ |
337 | new_disease = disease->clone (); |
335 | new_disease = disease->clone (); |
… | |
… | |
363 | * hardcoding in 'praying' is not the right approach. |
361 | * hardcoding in 'praying' is not the right approach. |
364 | */ |
362 | */ |
365 | } |
363 | } |
366 | } |
364 | } |
367 | |
365 | |
368 | insert_ob_in_ob (new_disease, victim); |
366 | insert_ob_in_ob (new_disease, victim->head_ ()); |
369 | /* This appears to be a horrible case of overloading 'NO_PASS' |
367 | /* This appears to be a horrible case of overloading 'NO_PASS' |
370 | * for meaning in the diseases. |
368 | * for meaning in the diseases. |
371 | */ |
369 | */ |
372 | new_disease->move_block = 0; |
370 | new_disease->move_block = 0; |
373 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
371 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
… | |
… | |
435 | tmp = victim->inv; |
433 | tmp = victim->inv; |
436 | |
434 | |
437 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
435 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
438 | { |
436 | { |
439 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
437 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
440 | if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) |
438 | if (tmp->name == disease->name && tmp->level >= disease->level) |
441 | return 0; /*Immune! */ |
439 | return 0; /*Immune! */ |
442 | } |
440 | } |
443 | |
441 | |
444 | new_symptom = get_archetype (ARCH_SYMPTOM); |
442 | new_symptom = get_archetype ("symptom"); |
445 | |
443 | |
446 | /* Something special done with dam. We want diseases to be more |
444 | /* Something special done with dam. We want diseases to be more |
447 | * random in what they'll kill, so we'll make the damage they |
445 | * random in what they'll kill, so we'll make the damage they |
448 | * do random, note, this has a weird effect with progressive diseases. |
446 | * do random, note, this has a weird effect with progressive diseases. |
449 | */ |
447 | */ |
… | |
… | |
466 | new_symptom->name = new_symptom->name_pl = disease->name; |
464 | new_symptom->name = new_symptom->name_pl = disease->name; |
467 | |
465 | |
468 | new_symptom->level = disease->level; |
466 | new_symptom->level = disease->level; |
469 | new_symptom->speed = disease->speed; |
467 | new_symptom->speed = disease->speed; |
470 | new_symptom->value = 0; |
468 | new_symptom->value = 0; |
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|
469 | |
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|
470 | for (int i = 0; i < NUM_STATS; ++i) |
471 | new_symptom->stats.Str = disease->stats.Str; |
471 | new_symptom->stats.stat (i) = disease->stats.stat (i); |
472 | new_symptom->stats.Dex = disease->stats.Dex; |
472 | |
473 | new_symptom->stats.Con = disease->stats.Con; |
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|
474 | new_symptom->stats.Wis = disease->stats.Wis; |
|
|
475 | new_symptom->stats.Int = disease->stats.Int; |
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|
476 | new_symptom->stats.Pow = disease->stats.Pow; |
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|
477 | new_symptom->stats.Cha = disease->stats.Cha; |
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|
478 | new_symptom->stats.sp = disease->stats.sp; |
473 | new_symptom->stats.sp = disease->stats.sp; |
479 | new_symptom->stats.food = disease->last_eat; |
474 | new_symptom->stats.food = disease->last_eat; |
480 | new_symptom->stats.maxsp = disease->stats.maxsp; |
475 | new_symptom->stats.maxsp = disease->stats.maxsp; |
481 | new_symptom->last_sp = disease->last_sp; |
476 | new_symptom->last_sp = disease->last_sp; |
482 | new_symptom->stats.exp = 0; |
477 | new_symptom->stats.exp = 0; |
… | |
… | |
493 | new_symptom->move_block = 0; |
488 | new_symptom->move_block = 0; |
494 | insert_ob_in_ob (new_symptom, victim); |
489 | insert_ob_in_ob (new_symptom, victim); |
495 | return 1; |
490 | return 1; |
496 | } |
491 | } |
497 | |
492 | |
498 | /* now deal with progressing diseases: we increase the debility |
493 | /* now deal with progressing diseases: we increase the debility |
499 | * caused by the symptoms. |
494 | * caused by the symptoms. |
500 | */ |
495 | */ |
501 | |
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|
502 | if (disease->stats.ac != 0) |
496 | if (disease->stats.ac != 0) |
503 | { |
497 | { |
504 | float scale; |
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505 | |
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|
506 | symptom->value += disease->stats.ac; |
498 | symptom->value += disease->stats.ac; |
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499 | |
507 | scale = 1.0 + symptom->value / 100.0; |
500 | float scale = 1.f + symptom->value / 100.f; |
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501 | |
508 | /* now rescale all the debilities */ |
502 | /* now rescale all the debilities */ |
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|
503 | for (int i = 0; i < NUM_STATS; ++i) |
509 | symptom->stats.Str = (int) (scale * disease->stats.Str); |
504 | symptom->stats.stat (i) = scale * disease->stats.stat (i); |
510 | symptom->stats.Dex = (int) (scale * disease->stats.Dex); |
505 | |
511 | symptom->stats.Con = (int) (scale * disease->stats.Con); |
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|
512 | symptom->stats.Wis = (int) (scale * disease->stats.Wis); |
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|
513 | symptom->stats.Int = (int) (scale * disease->stats.Int); |
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|
514 | symptom->stats.Pow = (int) (scale * disease->stats.Pow); |
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|
515 | symptom->stats.Cha = (int) (scale * disease->stats.Cha); |
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|
516 | symptom->stats.dam = (int) (scale * disease->stats.dam); |
506 | symptom->stats.dam = scale * disease->stats.dam; |
517 | symptom->stats.sp = (int) (scale * disease->stats.sp); |
507 | symptom->stats.sp = scale * disease->stats.sp; |
518 | symptom->stats.food = (int) (scale * disease->last_eat); |
508 | symptom->stats.food = scale * disease->last_eat; |
519 | symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); |
509 | symptom->stats.maxsp = scale * disease->stats.maxsp; |
520 | symptom->last_sp = (int) (scale * disease->last_sp); |
510 | symptom->last_sp = scale * disease->last_sp; |
521 | symptom->stats.exp = 0; |
511 | symptom->stats.exp = 0; |
522 | symptom->stats.hp = (int) (scale * disease->stats.hp); |
512 | symptom->stats.hp = scale * disease->stats.hp; |
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|
513 | |
523 | symptom->msg = disease->msg; |
514 | symptom->msg = disease->msg; |
524 | symptom->attacktype = disease->attacktype; |
515 | symptom->attacktype = disease->attacktype; |
525 | symptom->other_arch = disease->other_arch; |
516 | symptom->other_arch = disease->other_arch; |
526 | } |
517 | } |
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|
518 | |
527 | SET_FLAG (symptom, FLAG_APPLIED); |
519 | SET_FLAG (symptom, FLAG_APPLIED); |
528 | victim->update_stats (); |
520 | victim->update_stats (); |
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|
521 | |
529 | return 1; |
522 | return 1; |
530 | } |
523 | } |
531 | |
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532 | |
524 | |
533 | /* grants immunity to plagues we've seen before. */ |
525 | /* grants immunity to plagues we've seen before. */ |
534 | int |
526 | int |
535 | grant_immunity (object *disease) |
527 | grant_immunity (object *disease) |
536 | { |
528 | { |
… | |
… | |
541 | if (disease->last_heal) |
533 | if (disease->last_heal) |
542 | return 0; |
534 | return 0; |
543 | /* first, search for an immunity of the same name */ |
535 | /* first, search for an immunity of the same name */ |
544 | for (walk = disease->env->inv; walk; walk = walk->below) |
536 | for (walk = disease->env->inv; walk; walk = walk->below) |
545 | { |
537 | { |
546 | if (walk->type == 98 && !strcmp (disease->name, walk->name)) |
538 | if (walk->type == 98 && disease->name == walk->name) |
547 | { |
539 | { |
548 | walk->level = disease->level; |
540 | walk->level = disease->level; |
549 | return 1; /* just update the existing immunity. */ |
541 | return 1; /* just update the existing immunity. */ |
550 | } |
542 | } |
551 | } |
543 | } |
… | |
… | |
611 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
603 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
612 | |
604 | |
613 | return 1; |
605 | return 1; |
614 | } |
606 | } |
615 | |
607 | |
616 | |
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|
617 | /* possibly infect due to direct physical contact |
608 | /* possibly infect due to direct physical contact |
618 | i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
609 | * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
619 | |
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|
620 | int |
610 | int |
621 | check_physically_infect (object *victim, object *hitter) |
611 | check_physically_infect (object *victim, object *hitter) |
622 | { |
612 | { |
623 | object *walk; |
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624 | |
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625 | /* search for diseases, give every disease a chance to infect */ |
613 | /* search for diseases, give every disease a chance to infect */ |
626 | for (walk = hitter->inv; walk != NULL; walk = walk->below) |
614 | for (object *disease = hitter->inv; disease; disease = disease->below) |
627 | if (walk->type == DISEASE) |
615 | if (disease->type == DISEASE) |
628 | infect_object (victim, walk, 0); |
616 | infect_object (victim, disease, 0); |
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617 | |
629 | return 1; |
618 | return 1; |
630 | } |
619 | } |
631 | |
620 | |
632 | /* find a disease in someone*/ |
621 | // find a disease in someone |
633 | object * |
622 | object * |
634 | find_disease (object *victim) |
623 | find_disease (object *victim) |
635 | { |
624 | { |
636 | object *walk; |
625 | for (object *disease = victim->inv; disease; disease = disease->below) |
637 | |
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638 | for (walk = victim->inv; walk; walk = walk->below) |
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639 | if (walk->type == DISEASE) |
626 | if (disease->type == DISEASE) |
640 | return walk; |
627 | return disease; |
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628 | |
641 | return NULL; |
629 | return 0; |
642 | } |
630 | } |
643 | |
631 | |
644 | /* do the cure disease stuff, from the spell "cure disease" */ |
632 | /* do the cure disease stuff, from the spell "cure disease" */ |
645 | |
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|
646 | int |
633 | int |
647 | cure_disease (object *sufferer, object *caster) |
634 | cure_disease (object *sufferer, object *caster) |
648 | { |
635 | { |
649 | object *disease, *next; |
636 | object *disease, *next; |
650 | int casting_level; |
637 | int casting_level; |
… | |
… | |
659 | { |
646 | { |
660 | next = disease->below; |
647 | next = disease->below; |
661 | |
648 | |
662 | if (disease->type == DISEASE) |
649 | if (disease->type == DISEASE) |
663 | { /* attempt to cure this disease */ |
650 | { /* attempt to cure this disease */ |
664 | /* If caster lvel is higher than disease level, cure chance |
651 | /* If caster level is higher than disease level, cure chance |
665 | * is automatic. If lower, then the chance is basically |
652 | * is automatic. If lower, then the chance is basically |
666 | * 1 in level_diff - if there is a 5 level difference, chance |
653 | * 1 in level_diff - if there is a 5 level difference, chance |
667 | * is 1 in 5. |
654 | * is 1 in 5. |
668 | */ |
655 | */ |
669 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
656 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
670 | { |
657 | { |
671 | |
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|
672 | remove_symptoms (disease); |
658 | remove_symptoms (disease); |
673 | cure = 1; |
659 | cure = 1; |
674 | |
660 | |
675 | if (caster) |
661 | if (caster) |
676 | change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); |
662 | change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); |
677 | |
663 | |
678 | disease->destroy (); |
664 | disease->destroy (); |
679 | } |
665 | } |
680 | } |
666 | } |
681 | } |
667 | } |
|
|
668 | |
682 | if (cure) |
669 | if (cure) |
683 | { |
670 | { |
684 | /* Only draw these messages once */ |
671 | /* Only draw these messages once */ |
685 | if (caster) |
672 | if (caster) |
686 | new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
673 | new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
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674 | |
687 | new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
675 | new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
688 | } |
676 | } |
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677 | |
689 | return 1; |
678 | return 1; |
690 | } |
679 | } |
691 | |
680 | |
692 | /* reduces disease progression: reduce_symptoms |
681 | /* reduces disease progression: reduce_symptoms |
693 | * return true if we actually reduce a disease. |
682 | * return true if we actually reduce a disease. |