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 | |
|
|
30 | |
28 | |
31 | /* |
29 | /* |
32 | |
30 | |
33 | For DISEASES: |
31 | For DISEASES: |
34 | Stat Property Definition |
32 | Stat Property Definition |
… | |
… | |
149 | return 0; |
147 | return 0; |
150 | |
148 | |
151 | if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
149 | if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
152 | return 1; |
150 | return 1; |
153 | |
151 | |
154 | if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
152 | if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
155 | return 1; |
153 | return 1; |
156 | |
154 | |
157 | if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
155 | if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
158 | return 1; |
156 | return 1; |
159 | |
157 | |
… | |
… | |
165 | { |
163 | { |
166 | /* first task is to determine if the disease is inside or outside of someone. |
164 | /* first task is to determine if the disease is inside or outside of someone. |
167 | * If outside, we decrement 'value' until we're gone. |
165 | * If outside, we decrement 'value' until we're gone. |
168 | */ |
166 | */ |
169 | |
167 | |
170 | if (disease->env == NULL) |
168 | if (!disease->env) |
171 | { /* we're outside of someone */ |
169 | { /* we're outside of someone */ |
172 | if (disease->stats.maxhp > 0) |
170 | if (disease->stats.maxhp > 0) |
173 | disease->value--; |
171 | disease->value--; |
174 | |
172 | |
175 | if (disease->value == 0) |
173 | if (!disease->value) |
176 | { |
174 | { |
177 | disease->destroy (); |
175 | disease->destroy (); |
178 | return 1; |
176 | return 1; |
179 | } |
177 | } |
180 | } |
178 | } |
181 | else |
179 | else |
182 | { |
180 | { |
183 | /* if we're inside a person, have the disease run its course */ |
181 | /* if we're inside a person, have the disease run its course */ |
184 | /* negative foods denote "perpetual" diseases. */ |
182 | /* negative/zero food denotes "perpetual" diseases. */ |
185 | if (disease->stats.food > 0) |
183 | if (disease->stats.food > 0) |
186 | { |
184 | { |
187 | disease->stats.food--; |
185 | disease->stats.food--; |
188 | |
186 | |
189 | if (disease->stats.food == 0) |
187 | if (!disease->stats.food) |
190 | { |
188 | { |
191 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
189 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
192 | grant_immunity (disease); |
190 | grant_immunity (disease); |
193 | disease->destroy (); |
191 | disease->destroy (); |
194 | return 1; |
192 | return 1; |
… | |
… | |
226 | symptom->destroy (); |
224 | symptom->destroy (); |
227 | } |
225 | } |
228 | |
226 | |
229 | if (victim) |
227 | if (victim) |
230 | victim->update_stats (); |
228 | victim->update_stats (); |
|
|
229 | |
231 | return 0; |
230 | return 0; |
232 | } |
231 | } |
233 | |
232 | |
234 | /* argument is a disease */ |
233 | /* argument is a disease */ |
235 | object * |
234 | object * |
… | |
… | |
237 | { |
236 | { |
238 | object *walk; |
237 | object *walk; |
239 | |
238 | |
240 | /* check the inventory for symptoms */ |
239 | /* check the inventory for symptoms */ |
241 | for (walk = disease->env->inv; walk; walk = walk->below) |
240 | for (walk = disease->env->inv; walk; walk = walk->below) |
242 | if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM) |
241 | if (walk->name == disease->name && walk->type == SYMPTOM) |
243 | return walk; |
242 | return walk; |
|
|
243 | |
244 | return NULL; |
244 | return NULL; |
245 | } |
245 | } |
246 | |
246 | |
247 | /* searches around for more victims to infect */ |
247 | /* searches around for more victims to infect */ |
248 | int |
248 | int |
… | |
… | |
325 | * if you diseased, you can't get diseased more. |
325 | * if you diseased, you can't get diseased more. |
326 | */ |
326 | */ |
327 | |
327 | |
328 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
328 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
329 | { |
329 | { |
330 | if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) |
330 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
331 | return 0; /* Immune! */ |
331 | return 0; /* Immune! */ |
332 | else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) |
332 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
333 | return 0; /* already diseased */ |
333 | return 0; /* already diseased */ |
334 | } |
334 | } |
335 | |
335 | |
336 | /* If we've gotten this far, go ahead and infect the victim. */ |
336 | /* If we've gotten this far, go ahead and infect the victim. */ |
337 | new_disease = disease->clone (); |
337 | new_disease = disease->clone (); |
… | |
… | |
363 | * hardcoding in 'praying' is not the right approach. |
363 | * hardcoding in 'praying' is not the right approach. |
364 | */ |
364 | */ |
365 | } |
365 | } |
366 | } |
366 | } |
367 | |
367 | |
368 | insert_ob_in_ob (new_disease, victim); |
368 | insert_ob_in_ob (new_disease, victim->head_ ()); |
369 | /* This appears to be a horrible case of overloading 'NO_PASS' |
369 | /* This appears to be a horrible case of overloading 'NO_PASS' |
370 | * for meaning in the diseases. |
370 | * for meaning in the diseases. |
371 | */ |
371 | */ |
372 | new_disease->move_block = 0; |
372 | new_disease->move_block = 0; |
373 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
373 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
… | |
… | |
385 | if (victim->type == PLAYER) |
385 | if (victim->type == PLAYER) |
386 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
386 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
387 | else |
387 | else |
388 | new_draw_info (0, 4, new_disease->owner, buf); |
388 | new_draw_info (0, 4, new_disease->owner, buf); |
389 | } |
389 | } |
|
|
390 | |
390 | if (victim->type == PLAYER) |
391 | if (victim->type == PLAYER) |
391 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
392 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
392 | |
393 | |
393 | return 1; |
394 | return 1; |
394 | |
395 | |
395 | } |
396 | } |
396 | |
|
|
397 | |
|
|
398 | |
397 | |
399 | /* this function monitors the symptoms caused by the disease (if any), |
398 | /* this function monitors the symptoms caused by the disease (if any), |
400 | causes symptoms, and modifies existing symptoms in the case of |
399 | causes symptoms, and modifies existing symptoms in the case of |
401 | existing diseases. */ |
400 | existing diseases. */ |
402 | |
|
|
403 | int |
401 | int |
404 | do_symptoms (object *disease) |
402 | do_symptoms (object *disease) |
405 | { |
403 | { |
406 | object *symptom; |
404 | object *symptom; |
407 | object *victim; |
405 | object *victim; |
408 | object *tmp; |
406 | object *tmp; |
409 | |
407 | |
410 | victim = disease->env; |
408 | victim = disease->env; |
|
|
409 | |
|
|
410 | if (!victim) |
|
|
411 | return 0; /* no-one to inflict symptoms on */ |
411 | |
412 | |
412 | /* This is a quick hack - for whatever reason, disease->env will point |
413 | /* This is a quick hack - for whatever reason, disease->env will point |
413 | * back to disease, causing endless loops. Why this happens really needs |
414 | * back to disease, causing endless loops. Why this happens really needs |
414 | * to be found, but this should at least prevent the infinite loops. |
415 | * to be found, but this should at least prevent the infinite loops. |
415 | */ |
416 | */ |
416 | |
417 | //TODO: should no longer be the case, monitor, and remove |
417 | if (victim == NULL || victim == disease) |
418 | if (victim == disease) |
418 | return 0; /* no-one to inflict symptoms on */ |
419 | { |
|
|
420 | LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ()); |
|
|
421 | return 0; |
|
|
422 | } |
419 | |
423 | |
420 | symptom = find_symptom (disease); |
424 | symptom = find_symptom (disease); |
421 | if (symptom == NULL) |
425 | if (!symptom) |
422 | { |
426 | { |
423 | /* no symptom? need to generate one! */ |
427 | /* no symptom? need to generate one! */ |
424 | object *new_symptom; |
428 | object *new_symptom; |
425 | |
429 | |
426 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
430 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
… | |
… | |
433 | tmp = victim->head->inv; |
437 | tmp = victim->head->inv; |
434 | else |
438 | else |
435 | tmp = victim->inv; |
439 | tmp = victim->inv; |
436 | |
440 | |
437 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
441 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
438 | { |
|
|
439 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
442 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
440 | if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) |
443 | if (tmp->name == disease->name && tmp->level >= disease->level) |
441 | return 0; /*Immune! */ |
444 | return 0; /*Immune! */ |
442 | } |
|
|
443 | |
445 | |
444 | new_symptom = get_archetype (ARCH_SYMPTOM); |
446 | new_symptom = get_archetype ("symptom"); |
445 | |
447 | |
446 | /* Something special done with dam. We want diseases to be more |
448 | /* 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 |
449 | * 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. |
450 | * do random, note, this has a weird effect with progressive diseases. |
449 | */ |
451 | */ |
… | |
… | |
454 | /* reduce the damage, on average, 50%, and making things random. */ |
456 | /* reduce the damage, on average, 50%, and making things random. */ |
455 | |
457 | |
456 | dam = random_roll (1, abs (dam), victim, PREFER_LOW); |
458 | dam = random_roll (1, abs (dam), victim, PREFER_LOW); |
457 | if (disease->stats.dam < 0) |
459 | if (disease->stats.dam < 0) |
458 | dam = -dam; |
460 | dam = -dam; |
|
|
461 | |
459 | new_symptom->stats.dam = dam; |
462 | new_symptom->stats.dam = dam; |
460 | } |
463 | } |
461 | |
464 | |
462 | |
|
|
463 | new_symptom->stats.maxsp = disease->stats.maxsp; |
465 | new_symptom->stats.maxsp = disease->stats.maxsp; |
464 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
466 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
465 | |
467 | |
466 | new_symptom->name = new_symptom->name_pl = disease->name; |
468 | new_symptom->name = new_symptom->name_pl = disease->name; |
467 | |
469 | |
468 | new_symptom->level = disease->level; |
470 | new_symptom->level = disease->level; |
469 | new_symptom->speed = disease->speed; |
471 | new_symptom->speed = disease->speed; |
470 | new_symptom->value = 0; |
472 | new_symptom->value = 0; |
|
|
473 | |
|
|
474 | for (int i = 0; i < NUM_STATS; ++i) |
471 | new_symptom->stats.Str = disease->stats.Str; |
475 | new_symptom->stats.stat (i) = disease->stats.stat (i); |
472 | new_symptom->stats.Dex = disease->stats.Dex; |
476 | |
473 | new_symptom->stats.Con = disease->stats.Con; |
|
|
474 | new_symptom->stats.Wis = disease->stats.Wis; |
|
|
475 | new_symptom->stats.Int = disease->stats.Int; |
|
|
476 | new_symptom->stats.Pow = disease->stats.Pow; |
|
|
477 | new_symptom->stats.Cha = disease->stats.Cha; |
|
|
478 | new_symptom->stats.sp = disease->stats.sp; |
477 | new_symptom->stats.sp = disease->stats.sp; |
479 | new_symptom->stats.food = disease->last_eat; |
478 | new_symptom->stats.food = disease->last_eat; |
480 | new_symptom->stats.maxsp = disease->stats.maxsp; |
479 | new_symptom->stats.maxsp = disease->stats.maxsp; |
481 | new_symptom->last_sp = disease->last_sp; |
480 | new_symptom->last_sp = disease->last_sp; |
482 | new_symptom->stats.exp = 0; |
481 | new_symptom->stats.exp = 0; |
483 | new_symptom->stats.hp = disease->stats.hp; |
482 | new_symptom->stats.hp = disease->stats.hp; |
484 | new_symptom->msg = disease->msg; |
483 | new_symptom->msg = disease->msg; |
485 | new_symptom->attacktype = disease->attacktype; |
484 | new_symptom->attacktype = disease->attacktype; |
486 | new_symptom->other_arch = disease->other_arch; |
485 | new_symptom->other_arch = disease->other_arch; |
487 | |
486 | |
488 | new_symptom->set_owner (disease->owner); |
487 | new_symptom->set_owner (disease->owner); |
489 | |
488 | |
490 | if (new_symptom->skill != disease->skill) |
489 | if (new_symptom->skill != disease->skill) |
491 | new_symptom->skill = disease->skill; |
490 | new_symptom->skill = disease->skill; |
… | |
… | |
493 | new_symptom->move_block = 0; |
492 | new_symptom->move_block = 0; |
494 | insert_ob_in_ob (new_symptom, victim); |
493 | insert_ob_in_ob (new_symptom, victim); |
495 | return 1; |
494 | return 1; |
496 | } |
495 | } |
497 | |
496 | |
498 | /* now deal with progressing diseases: we increase the debility |
497 | /* now deal with progressing diseases: we increase the debility |
499 | * caused by the symptoms. |
498 | * caused by the symptoms. |
500 | */ |
499 | */ |
501 | |
|
|
502 | if (disease->stats.ac != 0) |
500 | if (disease->stats.ac) |
503 | { |
501 | { |
504 | float scale; |
502 | symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100); |
505 | |
503 | |
506 | symptom->value += disease->stats.ac; |
|
|
507 | scale = 1.0 + symptom->value / 100.0; |
504 | float scale = 1.f + symptom->value / 100.f; |
|
|
505 | |
508 | /* now rescale all the debilities */ |
506 | /* now rescale all the debilities */ |
509 | symptom->stats.Str = (int) (scale * disease->stats.Str); |
507 | for (int i = 0; i < NUM_STATS; ++i) |
510 | symptom->stats.Dex = (int) (scale * disease->stats.Dex); |
508 | symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127); |
511 | symptom->stats.Con = (int) (scale * disease->stats.Con); |
509 | |
512 | symptom->stats.Wis = (int) (scale * disease->stats.Wis); |
|
|
513 | symptom->stats.Int = (int) (scale * disease->stats.Int); |
|
|
514 | symptom->stats.Pow = (int) (scale * disease->stats.Pow); |
|
|
515 | symptom->stats.Cha = (int) (scale * disease->stats.Cha); |
|
|
516 | symptom->stats.dam = (int) (scale * disease->stats.dam); |
510 | symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024); |
517 | symptom->stats.sp = (int) (scale * disease->stats.sp); |
|
|
518 | symptom->stats.food = (int) (scale * disease->last_eat); |
511 | symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); |
519 | symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); |
512 | symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024); |
520 | symptom->last_sp = (int) (scale * disease->last_sp); |
513 | symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024); |
|
|
514 | symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024); |
521 | symptom->stats.exp = 0; |
515 | symptom->stats.exp = 0; |
522 | symptom->stats.hp = (int) (scale * disease->stats.hp); |
516 | symptom->last_sp = last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0; |
523 | symptom->msg = disease->msg; |
517 | symptom->msg = disease->msg; |
524 | symptom->attacktype = disease->attacktype; |
518 | symptom->attacktype = disease->attacktype; |
525 | symptom->other_arch = disease->other_arch; |
519 | symptom->other_arch = disease->other_arch; |
526 | } |
520 | } |
|
|
521 | |
527 | SET_FLAG (symptom, FLAG_APPLIED); |
522 | SET_FLAG (symptom, FLAG_APPLIED); |
528 | victim->update_stats (); |
523 | victim->update_stats (); |
|
|
524 | |
529 | return 1; |
525 | return 1; |
530 | } |
526 | } |
531 | |
|
|
532 | |
527 | |
533 | /* grants immunity to plagues we've seen before. */ |
528 | /* grants immunity to plagues we've seen before. */ |
534 | int |
529 | int |
535 | grant_immunity (object *disease) |
530 | grant_immunity (object *disease) |
536 | { |
531 | { |
… | |
… | |
541 | if (disease->last_heal) |
536 | if (disease->last_heal) |
542 | return 0; |
537 | return 0; |
543 | /* first, search for an immunity of the same name */ |
538 | /* first, search for an immunity of the same name */ |
544 | for (walk = disease->env->inv; walk; walk = walk->below) |
539 | for (walk = disease->env->inv; walk; walk = walk->below) |
545 | { |
540 | { |
546 | if (walk->type == 98 && !strcmp (disease->name, walk->name)) |
541 | if (walk->type == 98 && disease->name == walk->name) |
547 | { |
542 | { |
548 | walk->level = disease->level; |
543 | walk->level = disease->level; |
549 | return 1; /* just update the existing immunity. */ |
544 | return 1; /* just update the existing immunity. */ |
550 | } |
545 | } |
551 | } |
546 | } |
… | |
… | |
611 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
606 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
612 | |
607 | |
613 | return 1; |
608 | return 1; |
614 | } |
609 | } |
615 | |
610 | |
616 | |
|
|
617 | /* possibly infect due to direct physical contact |
611 | /* possibly infect due to direct physical contact |
618 | i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
612 | * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
619 | |
|
|
620 | int |
613 | int |
621 | check_physically_infect (object *victim, object *hitter) |
614 | check_physically_infect (object *victim, object *hitter) |
622 | { |
615 | { |
623 | object *walk; |
|
|
624 | |
|
|
625 | /* search for diseases, give every disease a chance to infect */ |
616 | /* search for diseases, give every disease a chance to infect */ |
626 | for (walk = hitter->inv; walk != NULL; walk = walk->below) |
617 | for (object *disease = hitter->inv; disease; disease = disease->below) |
627 | if (walk->type == DISEASE) |
618 | if (disease->type == DISEASE) |
628 | infect_object (victim, walk, 0); |
619 | infect_object (victim, disease, 0); |
|
|
620 | |
629 | return 1; |
621 | return 1; |
630 | } |
622 | } |
631 | |
623 | |
632 | /* find a disease in someone*/ |
624 | // find a disease in someone |
633 | object * |
625 | object * |
634 | find_disease (object *victim) |
626 | find_disease (object *victim) |
635 | { |
627 | { |
636 | object *walk; |
628 | for (object *disease = victim->inv; disease; disease = disease->below) |
637 | |
|
|
638 | for (walk = victim->inv; walk; walk = walk->below) |
|
|
639 | if (walk->type == DISEASE) |
629 | if (disease->type == DISEASE) |
640 | return walk; |
630 | return disease; |
|
|
631 | |
641 | return NULL; |
632 | return 0; |
642 | } |
633 | } |
643 | |
634 | |
644 | /* do the cure disease stuff, from the spell "cure disease" */ |
635 | /* do the cure disease stuff, from the spell "cure disease" */ |
645 | |
|
|
646 | int |
636 | int |
647 | cure_disease (object *sufferer, object *caster) |
637 | cure_disease (object *sufferer, object *caster) |
648 | { |
638 | { |
649 | object *disease, *next; |
639 | object *disease, *next; |
650 | int casting_level; |
640 | int casting_level; |
… | |
… | |
659 | { |
649 | { |
660 | next = disease->below; |
650 | next = disease->below; |
661 | |
651 | |
662 | if (disease->type == DISEASE) |
652 | if (disease->type == DISEASE) |
663 | { /* attempt to cure this disease */ |
653 | { /* attempt to cure this disease */ |
664 | /* If caster lvel is higher than disease level, cure chance |
654 | /* If caster level is higher than disease level, cure chance |
665 | * is automatic. If lower, then the chance is basically |
655 | * is automatic. If lower, then the chance is basically |
666 | * 1 in level_diff - if there is a 5 level difference, chance |
656 | * 1 in level_diff - if there is a 5 level difference, chance |
667 | * is 1 in 5. |
657 | * is 1 in 5. |
668 | */ |
658 | */ |
669 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
659 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
670 | { |
660 | { |
671 | |
|
|
672 | remove_symptoms (disease); |
661 | remove_symptoms (disease); |
673 | cure = 1; |
662 | cure = 1; |
674 | |
663 | |
675 | if (caster) |
664 | if (caster) |
676 | change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); |
665 | change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); |
677 | |
666 | |
678 | disease->destroy (); |
667 | disease->destroy (); |
679 | } |
668 | } |
680 | } |
669 | } |
681 | } |
670 | } |
|
|
671 | |
682 | if (cure) |
672 | if (cure) |
683 | { |
673 | { |
684 | /* Only draw these messages once */ |
674 | /* Only draw these messages once */ |
685 | if (caster) |
675 | if (caster) |
686 | new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
676 | new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
|
|
677 | |
687 | new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
678 | new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
688 | } |
679 | } |
|
|
680 | |
689 | return 1; |
681 | return 1; |
690 | } |
682 | } |
691 | |
683 | |
692 | /* reduces disease progression: reduce_symptoms |
684 | /* reduces disease progression: reduce_symptoms |
693 | * return true if we actually reduce a disease. |
685 | * return true if we actually reduce a disease. |
694 | */ |
686 | */ |
695 | |
|
|
696 | int |
687 | int |
697 | reduce_symptoms (object *sufferer, int reduction) |
688 | reduce_symptoms (object *sufferer, int reduction) |
698 | { |
689 | { |
699 | object *walk; |
690 | object *walk; |
700 | int success = 0; |
691 | int success = 0; |
… | |
… | |
704 | if (walk->type == SYMPTOM) |
695 | if (walk->type == SYMPTOM) |
705 | { |
696 | { |
706 | if (walk->value > 0) |
697 | if (walk->value > 0) |
707 | { |
698 | { |
708 | success = 1; |
699 | success = 1; |
709 | walk->value = MAX (0, walk->value - 2 * reduction); |
700 | walk->value = max (0, walk->value - 2 * reduction); |
710 | /* give the disease time to modify this symptom, |
701 | /* give the disease time to modify this symptom, |
711 | * and reduce its severity. */ |
702 | * and reduce its severity. */ |
712 | walk->speed_left = 0; |
703 | walk->speed_left = 0; |
713 | } |
704 | } |
714 | } |
705 | } |
715 | } |
706 | } |
|
|
707 | |
716 | if (success) |
708 | if (success) |
717 | new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
709 | new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
|
|
710 | |
718 | return success; |
711 | return success; |
719 | } |
712 | } |