1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * 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 Affero GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* This file contains all the code implementing diseases, |
25 | /* This file contains all the code implementing diseases, |
26 | except for odds and ends in attack.c and in |
26 | * except for odds and ends in attack.c and in |
27 | living.c*/ |
27 | * living.c |
28 | |
28 | */ |
29 | |
|
|
30 | |
29 | |
31 | /* |
30 | /* |
32 | |
31 | |
33 | For DISEASES: |
32 | For DISEASES: |
34 | Stat Property Definition |
33 | Stat Property Definition |
… | |
… | |
46 | dam^ Damage How much damage it does (%?). |
45 | dam^ Damage How much damage it does (%?). |
47 | maxgrace+ Duration How long before the disease is naturally cured. |
46 | maxgrace+ Duration How long before the disease is naturally cured. |
48 | food DurCount Counter for Duration |
47 | food DurCount Counter for Duration |
49 | |
48 | |
50 | speed Speed How often the disease moves. |
49 | speed Speed How often the disease moves. |
51 | last_sp^ Lethargy Percentage of max speed--10 = 10% speed. |
50 | last_sp^ Lethargy Percentage of max speed. 10 = 10% speed. |
52 | |
51 | |
53 | maxsp^ Mana deplete Saps mana. |
52 | maxsp^ Mana deplete Saps mana. |
54 | ac^ Progressiveness How the diseases increases in severity. |
53 | ac^ Progressiveness How the diseases increases in severity. |
55 | last_eat*^ Deplete food saps food if negative |
54 | last_eat*^ Deplete food saps food if negative |
56 | last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
55 | last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
… | |
… | |
139 | Diseases may be contageous. They are objects which exist in a player's |
138 | Diseases may be contageous. They are objects which exist in a player's |
140 | inventory. They themselves do nothing, except modify Symptoms, or |
139 | inventory. They themselves do nothing, except modify Symptoms, or |
141 | spread to other live objects. Symptoms are what actually damage the player: |
140 | spread to other live objects. Symptoms are what actually damage the player: |
142 | these are their own object. */ |
141 | these are their own object. */ |
143 | |
142 | |
|
|
143 | /* grants immunity to plagues we've seen before. */ |
|
|
144 | static int |
|
|
145 | grant_immunity (object *disease) |
|
|
146 | { |
|
|
147 | object *immunity; |
|
|
148 | object *walk; |
|
|
149 | |
|
|
150 | /* Don't give immunity to this disease if last_heal is set. */ |
|
|
151 | if (disease->last_heal) |
|
|
152 | return 0; |
|
|
153 | |
|
|
154 | /* first, search for an immunity of the same name */ |
|
|
155 | for (walk = disease->env->inv; walk; walk = walk->below) |
|
|
156 | if (walk->type == 98 && disease->name == walk->name) |
|
|
157 | { |
|
|
158 | walk->level = disease->level; |
|
|
159 | return 1; /* just update the existing immunity. */ |
|
|
160 | } |
|
|
161 | |
|
|
162 | immunity = get_archetype (shstr_immunity); |
|
|
163 | |
|
|
164 | immunity->name = disease->name; |
|
|
165 | immunity->level = disease->level; |
|
|
166 | immunity->move_block = 0; |
|
|
167 | |
|
|
168 | insert_ob_in_ob (immunity, disease->env); |
|
|
169 | |
|
|
170 | return 1; |
|
|
171 | } |
|
|
172 | |
|
|
173 | /* argument is a disease */ |
|
|
174 | static object * |
|
|
175 | find_symptom (object *disease) |
|
|
176 | { |
|
|
177 | /* check the inventory for symptoms */ |
|
|
178 | for (object *walk = disease->env->inv; walk; walk = walk->below) |
|
|
179 | if (walk->name == disease->name && walk->type == SYMPTOM) |
|
|
180 | return walk; |
|
|
181 | |
|
|
182 | return NULL; |
|
|
183 | } |
|
|
184 | |
|
|
185 | /* remove any symptoms of disease |
|
|
186 | * Modified by MSW 2003-03-28 do try to find all the symptom the |
|
|
187 | * player may have - I think through some odd interactoins with |
|
|
188 | * disease level and player level and whatnot, a player could get |
|
|
189 | * more than one symtpom to a disease. |
|
|
190 | */ |
|
|
191 | static int |
|
|
192 | remove_symptoms (object *disease) |
|
|
193 | { |
|
|
194 | object *symptom, *victim = NULL; |
|
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195 | |
|
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196 | while ((symptom = find_symptom (disease)) != NULL) |
|
|
197 | { |
|
|
198 | if (!victim) |
|
|
199 | victim = symptom->env; |
|
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200 | |
|
|
201 | symptom->destroy (); |
|
|
202 | } |
|
|
203 | |
|
|
204 | if (victim) |
|
|
205 | victim->update_stats (); |
|
|
206 | |
|
|
207 | return 0; |
|
|
208 | } |
|
|
209 | |
|
|
210 | /* searches around for more victims to infect */ |
|
|
211 | static int |
|
|
212 | check_infection (object *disease) |
|
|
213 | { |
|
|
214 | int range = abs (disease->magic); |
|
|
215 | |
|
|
216 | object *op = disease->outer_env_or_self (); |
|
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217 | |
|
|
218 | if (!op->is_on_map ()) |
|
|
219 | return 0; |
|
|
220 | |
|
|
221 | unordered_mapwalk (op, -range, -range, range, range) |
|
|
222 | { |
|
|
223 | mapspace &ms = m->at (nx, ny); |
|
|
224 | |
|
|
225 | if (ms.flags () & P_IS_ALIVE) |
|
|
226 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
|
|
227 | infect_object (tmp, disease, 0); |
|
|
228 | } |
|
|
229 | |
|
|
230 | return 1; |
|
|
231 | } |
|
|
232 | |
144 | /* check if victim is susceptible to disease. */ |
233 | /* check if victim is susceptible to disease. */ |
145 | static int |
234 | static int |
146 | is_susceptible_to_disease (object *victim, object *disease) |
235 | is_susceptible_to_disease (object *victim, object *disease) |
147 | { |
236 | { |
148 | if (!QUERY_FLAG (victim, FLAG_ALIVE)) |
237 | if (!QUERY_FLAG (victim, FLAG_ALIVE)) |
149 | return 0; |
238 | return 0; |
150 | |
239 | |
|
|
240 | if (victim->flag [FLAG_WIZ]) |
|
|
241 | return 0; |
|
|
242 | |
151 | if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
243 | if (disease->race.contains ("*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
152 | return 1; |
244 | return 1; |
153 | |
245 | |
154 | if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
246 | if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
155 | return 1; |
247 | return 1; |
156 | |
248 | |
157 | if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
249 | if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name)) |
158 | return 1; |
250 | return 1; |
159 | |
251 | |
160 | return 0; |
252 | return 0; |
|
|
253 | } |
|
|
254 | |
|
|
255 | /* this function monitors the symptoms caused by the disease (if any), |
|
|
256 | causes symptoms, and modifies existing symptoms in the case of |
|
|
257 | existing diseases. */ |
|
|
258 | static int |
|
|
259 | do_symptoms (object *disease) |
|
|
260 | { |
|
|
261 | object *symptom; |
|
|
262 | object *victim; |
|
|
263 | object *tmp; |
|
|
264 | |
|
|
265 | victim = disease->env; |
|
|
266 | |
|
|
267 | if (!victim) |
|
|
268 | return 0; /* no-one to inflict symptoms on */ |
|
|
269 | |
|
|
270 | /* This is a quick hack - for whatever reason, disease->env will point |
|
|
271 | * back to disease, causing endless loops. Why this happens really needs |
|
|
272 | * to be found, but this should at least prevent the infinite loops. |
|
|
273 | */ |
|
|
274 | //TODO: should no longer be the case, monitor, and remove |
|
|
275 | if (victim == disease) |
|
|
276 | { |
|
|
277 | LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ()); |
|
|
278 | return 0; |
|
|
279 | } |
|
|
280 | |
|
|
281 | symptom = find_symptom (disease); |
|
|
282 | if (!symptom) |
|
|
283 | { |
|
|
284 | /* no symptom? need to generate one! */ |
|
|
285 | |
|
|
286 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
|
|
287 | if (!is_susceptible_to_disease (victim, disease)) |
|
|
288 | return 0; |
|
|
289 | |
|
|
290 | /* check for an actual immunity */ |
|
|
291 | /* do an immunity check */ |
|
|
292 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
|
|
293 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
|
|
294 | if (tmp->name == disease->name && tmp->level >= disease->level) |
|
|
295 | return 0; /* Immune! */ |
|
|
296 | |
|
|
297 | object *new_symptom = get_archetype (shstr_symptom); |
|
|
298 | |
|
|
299 | /* Something special done with dam. We want diseases to be more |
|
|
300 | * random in what they'll kill, so we'll make the damage they |
|
|
301 | * do random, note, this has a weird effect with progressive diseases. |
|
|
302 | */ |
|
|
303 | if (disease->stats.dam) |
|
|
304 | { |
|
|
305 | int dam = disease->stats.dam; |
|
|
306 | |
|
|
307 | /* reduce the damage, on average, 50%, and making things random. */ |
|
|
308 | |
|
|
309 | dam = random_roll (1, abs (dam), victim, PREFER_LOW); |
|
|
310 | if (disease->stats.dam < 0) |
|
|
311 | dam = -dam; |
|
|
312 | |
|
|
313 | new_symptom->stats.dam = dam; |
|
|
314 | } |
|
|
315 | |
|
|
316 | new_symptom->stats.maxsp = disease->stats.maxsp; |
|
|
317 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
|
|
318 | |
|
|
319 | new_symptom->name = new_symptom->name_pl = disease->name; |
|
|
320 | |
|
|
321 | new_symptom->level = disease->level; |
|
|
322 | new_symptom->speed = disease->speed; |
|
|
323 | new_symptom->value = 0; |
|
|
324 | |
|
|
325 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
326 | new_symptom->stats.stat (i) = disease->stats.stat (i); |
|
|
327 | |
|
|
328 | new_symptom->stats.sp = disease->stats.sp; |
|
|
329 | new_symptom->stats.food = disease->last_eat; |
|
|
330 | new_symptom->stats.maxsp = disease->stats.maxsp; |
|
|
331 | new_symptom->last_sp = disease->last_sp; |
|
|
332 | new_symptom->stats.exp = 0; |
|
|
333 | new_symptom->stats.hp = disease->stats.hp; |
|
|
334 | new_symptom->msg = disease->msg; |
|
|
335 | new_symptom->attacktype = disease->attacktype; |
|
|
336 | new_symptom->other_arch = disease->other_arch; |
|
|
337 | new_symptom->skill = disease->skill; |
|
|
338 | |
|
|
339 | new_symptom->move_block = 0; |
|
|
340 | |
|
|
341 | victim->head_ ()->insert (new_symptom); |
|
|
342 | |
|
|
343 | // set owner last, as insert clears owner |
|
|
344 | new_symptom->set_owner (disease->owner); |
|
|
345 | |
|
|
346 | return 1; |
|
|
347 | } |
|
|
348 | |
|
|
349 | /* now deal with progressing diseases: we increase the debility |
|
|
350 | * caused by the symptoms. |
|
|
351 | */ |
|
|
352 | if (disease->stats.ac) |
|
|
353 | { |
|
|
354 | symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100); |
|
|
355 | |
|
|
356 | float scale = 1.f + symptom->value / 100.f; |
|
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357 | |
|
|
358 | /* now rescale all the debilities */ |
|
|
359 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
360 | symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127); |
|
|
361 | |
|
|
362 | symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024); |
|
|
363 | symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); |
|
|
364 | symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024); |
|
|
365 | symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024); |
|
|
366 | symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024); |
|
|
367 | symptom->stats.exp = 0; |
|
|
368 | symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0; |
|
|
369 | symptom->msg = disease->msg; |
|
|
370 | symptom->attacktype = disease->attacktype; |
|
|
371 | symptom->other_arch = disease->other_arch; |
|
|
372 | } |
|
|
373 | |
|
|
374 | SET_FLAG (symptom, FLAG_APPLIED); |
|
|
375 | victim->update_stats (); |
|
|
376 | |
|
|
377 | return 1; |
161 | } |
378 | } |
162 | |
379 | |
163 | int |
380 | int |
164 | move_disease (object *disease) |
381 | move_disease (object *disease) |
165 | { |
382 | { |
166 | /* first task is to determine if the disease is inside or outside of someone. |
383 | /* First task is to determine if the disease is inside or outside of someone. |
167 | * If outside, we decrement 'value' until we're gone. |
384 | * If outside, we decrement 'value' until we're gone. |
168 | */ |
385 | */ |
169 | |
386 | |
170 | if (disease->env == NULL) |
387 | if (!disease->env) |
171 | { /* we're outside of someone */ |
388 | { /* we're outside of someone */ |
172 | if (disease->stats.maxhp > 0) |
389 | if (disease->stats.maxhp > 0) |
173 | disease->value--; |
390 | disease->value--; |
174 | |
391 | |
175 | if (disease->value == 0) |
392 | if (!disease->value) |
176 | { |
393 | { |
177 | disease->destroy (); |
394 | disease->destroy (); |
178 | return 1; |
395 | return 1; |
179 | } |
396 | } |
180 | } |
397 | } |
181 | else |
398 | else |
182 | { |
399 | { |
183 | /* if we're inside a person, have the disease run its course */ |
400 | /* if we're inside a person, have the disease run its course */ |
184 | /* negative foods denote "perpetual" diseases. */ |
401 | /* negative/zero food denotes "perpetual" diseases. */ |
185 | if (disease->stats.food > 0) |
402 | if (disease->stats.food > 0) |
186 | { |
403 | { |
187 | disease->stats.food--; |
404 | disease->stats.food--; |
188 | |
405 | |
189 | if (disease->stats.food == 0) |
406 | if (!disease->stats.food) |
190 | { |
407 | { |
191 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
408 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
192 | grant_immunity (disease); |
409 | grant_immunity (disease); |
193 | disease->destroy (); |
410 | disease->destroy (); |
194 | return 1; |
411 | return 1; |
… | |
… | |
203 | if (disease->env && is_susceptible_to_disease (disease->env, disease)) |
420 | if (disease->env && is_susceptible_to_disease (disease->env, disease)) |
204 | do_symptoms (disease); |
421 | do_symptoms (disease); |
205 | |
422 | |
206 | return 0; |
423 | return 0; |
207 | } |
424 | } |
208 | |
|
|
209 | /* remove any symptoms of disease |
|
|
210 | * Modified by MSW 2003-03-28 do try to find all the symptom the |
|
|
211 | * player may have - I think through some odd interactoins with |
|
|
212 | * disease level and player level and whatnot, a player could get |
|
|
213 | * more than one symtpom to a disease. |
|
|
214 | */ |
|
|
215 | |
|
|
216 | int |
|
|
217 | remove_symptoms (object *disease) |
|
|
218 | { |
|
|
219 | object *symptom, *victim = NULL; |
|
|
220 | |
|
|
221 | while ((symptom = find_symptom (disease)) != NULL) |
|
|
222 | { |
|
|
223 | if (!victim) |
|
|
224 | victim = symptom->env; |
|
|
225 | |
|
|
226 | symptom->destroy (); |
|
|
227 | } |
|
|
228 | |
|
|
229 | if (victim) |
|
|
230 | victim->update_stats (); |
|
|
231 | return 0; |
|
|
232 | } |
|
|
233 | |
|
|
234 | /* argument is a disease */ |
|
|
235 | object * |
|
|
236 | find_symptom (object *disease) |
|
|
237 | { |
|
|
238 | object *walk; |
|
|
239 | |
|
|
240 | /* check the inventory for symptoms */ |
|
|
241 | for (walk = disease->env->inv; walk; walk = walk->below) |
|
|
242 | if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM) |
|
|
243 | return walk; |
|
|
244 | return NULL; |
|
|
245 | } |
|
|
246 | |
|
|
247 | /* searches around for more victims to infect */ |
|
|
248 | int |
|
|
249 | check_infection (object *disease) |
|
|
250 | { |
|
|
251 | int x, y, range, mflags; |
|
|
252 | maptile *map, *map2; |
|
|
253 | object *tmp; |
|
|
254 | |
|
|
255 | range = abs (disease->magic); |
|
|
256 | |
|
|
257 | if (disease->env) |
|
|
258 | { |
|
|
259 | x = disease->env->x; |
|
|
260 | y = disease->env->y; |
|
|
261 | map = disease->env->map; |
|
|
262 | } |
|
|
263 | else |
|
|
264 | { |
|
|
265 | x = disease->x; |
|
|
266 | y = disease->y; |
|
|
267 | map = disease->map; |
|
|
268 | } |
|
|
269 | |
|
|
270 | if (!map) |
|
|
271 | return 0; |
|
|
272 | |
|
|
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 | mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
|
|
278 | |
|
|
279 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
|
|
280 | for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) |
|
|
281 | infect_object (tmp, disease, 0); |
|
|
282 | } |
|
|
283 | |
|
|
284 | return 1; |
|
|
285 | } |
|
|
286 | |
|
|
287 | |
425 | |
288 | /* check to see if an object is infectable: |
426 | /* check to see if an object is infectable: |
289 | * objects with immunity aren't infectable. |
427 | * objects with immunity aren't infectable. |
290 | * objects already infected aren't infectable. |
428 | * objects already infected aren't infectable. |
291 | * dead objects aren't infectable. |
429 | * dead objects aren't infectable. |
… | |
… | |
310 | /* roll the dice on infection before doing the inventory check! */ |
448 | /* roll the dice on infection before doing the inventory check! */ |
311 | if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
449 | if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
312 | return 0; |
450 | return 0; |
313 | |
451 | |
314 | /* do an immunity check */ |
452 | /* do an immunity check */ |
315 | if (victim->head) |
|
|
316 | tmp = victim->head->inv; |
|
|
317 | else |
|
|
318 | tmp = victim->inv; |
|
|
319 | |
453 | |
320 | /* There used to (IMO) be a flaw in the below - it used to be the case |
454 | /* There used to (IMO) be a flaw in the below - it used to be the case |
321 | * that if level check was done for both immunity and disease. This could |
455 | * that if level check was done for both immunity and disease. This could |
322 | * result in a person with multiple afflictions of the same disease |
456 | * result in a person with multiple afflictions of the same disease |
323 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
457 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
324 | * they were cast in that same order. Instead, change it so that |
458 | * they were cast in that same order. Instead, change it so that |
325 | * if you diseased, you can't get diseased more. |
459 | * if you diseased, you can't get diseased more. |
326 | */ |
460 | */ |
327 | |
461 | |
328 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
462 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
329 | { |
|
|
330 | if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) |
463 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
331 | return 0; /* Immune! */ |
464 | return 0; /* Immune! */ |
332 | else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) |
465 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
333 | return 0; /* already diseased */ |
466 | return 0; /* already diseased */ |
334 | } |
|
|
335 | |
467 | |
336 | /* If we've gotten this far, go ahead and infect the victim. */ |
468 | /* If we've gotten this far, go ahead and infect the victim. */ |
|
|
469 | |
337 | new_disease = disease->clone (); |
470 | new_disease = disease->clone (); |
|
|
471 | |
338 | new_disease->stats.food = disease->stats.maxgrace; |
472 | new_disease->stats.food = disease->stats.maxgrace; |
339 | new_disease->value = disease->stats.maxhp; |
473 | new_disease->value = disease->stats.maxhp; |
340 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
474 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
341 | |
475 | |
342 | /* Unfortunately, set_owner does the wrong thing to the skills pointers |
|
|
343 | * resulting in exp going into the owners *current* chosen skill. |
|
|
344 | */ |
|
|
345 | |
|
|
346 | if (disease->owner) |
|
|
347 | { |
|
|
348 | new_disease->set_owner (disease->owner); |
|
|
349 | |
|
|
350 | /* Only need to update skill if different */ |
|
|
351 | if (new_disease->skill != disease->skill) |
|
|
352 | new_disease->skill = disease->skill; |
|
|
353 | } |
|
|
354 | else |
|
|
355 | { /* for diseases which are passed by hitting, set owner and praying skill */ |
|
|
356 | if (disease->env && disease->env->type == PLAYER) |
|
|
357 | { |
|
|
358 | object *player = disease->env; |
|
|
359 | |
|
|
360 | new_disease->set_owner (player); |
|
|
361 | |
|
|
362 | /* the skill pointer for these diseases should already be set up - |
|
|
363 | * hardcoding in 'praying' is not the right approach. |
|
|
364 | */ |
|
|
365 | } |
|
|
366 | } |
|
|
367 | |
|
|
368 | insert_ob_in_ob (new_disease, victim); |
|
|
369 | /* This appears to be a horrible case of overloading 'NO_PASS' |
476 | /* This appears to be a horrible case of overloading 'NO_PASS' |
370 | * for meaning in the diseases. |
477 | * for meaning in the diseases. |
371 | */ |
478 | */ |
372 | new_disease->move_block = 0; |
479 | new_disease->move_block = 0; |
|
|
480 | |
|
|
481 | // insert before setting the owner |
|
|
482 | victim->head_ ()->insert (new_disease); |
|
|
483 | |
|
|
484 | if (disease->owner) |
|
|
485 | new_disease->set_owner (disease->owner); |
|
|
486 | else if (object *pl = disease->in_player ()) |
|
|
487 | /* for diseases which are passed by hitting, set owner and skill */ |
|
|
488 | new_disease->set_owner (pl); |
|
|
489 | |
373 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
490 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
374 | { |
491 | { |
375 | char buf[128]; |
492 | const char *buf; |
376 | |
493 | |
377 | /* if the disease has a title, it has a special infection message |
494 | /* if the disease has a title, it has a special infection message |
378 | * This messages is printed in the form MESSAGE victim |
495 | * This messages is printed in the form MESSAGE victim |
379 | */ |
496 | */ |
380 | if (new_disease->title) |
497 | if (new_disease->title) |
381 | sprintf (buf, "%s %s!!", &disease->title, &victim->name); |
498 | buf = format ("%s %s!!", &disease->title, &victim->name); |
382 | else |
499 | else |
383 | sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
500 | buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
384 | |
501 | |
385 | if (victim->type == PLAYER) |
502 | if (victim->type == PLAYER) |
386 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
503 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
387 | else |
504 | else |
388 | new_draw_info (0, 4, new_disease->owner, buf); |
505 | new_draw_info (0, 4, new_disease->owner, buf); |
389 | } |
506 | } |
|
|
507 | |
390 | if (victim->type == PLAYER) |
508 | if (victim->type == PLAYER) |
391 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
509 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
392 | |
510 | |
393 | return 1; |
511 | return 1; |
394 | |
|
|
395 | } |
512 | } |
396 | |
|
|
397 | |
|
|
398 | |
|
|
399 | /* this function monitors the symptoms caused by the disease (if any), |
|
|
400 | causes symptoms, and modifies existing symptoms in the case of |
|
|
401 | existing diseases. */ |
|
|
402 | |
|
|
403 | int |
|
|
404 | do_symptoms (object *disease) |
|
|
405 | { |
|
|
406 | object *symptom; |
|
|
407 | object *victim; |
|
|
408 | object *tmp; |
|
|
409 | |
|
|
410 | victim = disease->env; |
|
|
411 | |
|
|
412 | /* 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 | * to be found, but this should at least prevent the infinite loops. |
|
|
415 | */ |
|
|
416 | |
|
|
417 | if (victim == NULL || victim == disease) |
|
|
418 | return 0; /* no-one to inflict symptoms on */ |
|
|
419 | |
|
|
420 | symptom = find_symptom (disease); |
|
|
421 | if (symptom == NULL) |
|
|
422 | { |
|
|
423 | /* no symptom? need to generate one! */ |
|
|
424 | object *new_symptom; |
|
|
425 | |
|
|
426 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
|
|
427 | if (!is_susceptible_to_disease (victim, disease)) |
|
|
428 | return 0; |
|
|
429 | |
|
|
430 | /* check for an actual immunity */ |
|
|
431 | /* do an immunity check */ |
|
|
432 | if (victim->head) |
|
|
433 | tmp = victim->head->inv; |
|
|
434 | else |
|
|
435 | tmp = victim->inv; |
|
|
436 | |
|
|
437 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
|
|
438 | { |
|
|
439 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
|
|
440 | if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) |
|
|
441 | return 0; /*Immune! */ |
|
|
442 | } |
|
|
443 | |
|
|
444 | new_symptom = get_archetype (ARCH_SYMPTOM); |
|
|
445 | |
|
|
446 | /* 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 |
|
|
448 | * do random, note, this has a weird effect with progressive diseases. |
|
|
449 | */ |
|
|
450 | if (disease->stats.dam != 0) |
|
|
451 | { |
|
|
452 | int dam = disease->stats.dam; |
|
|
453 | |
|
|
454 | /* reduce the damage, on average, 50%, and making things random. */ |
|
|
455 | |
|
|
456 | dam = random_roll (1, abs (dam), victim, PREFER_LOW); |
|
|
457 | if (disease->stats.dam < 0) |
|
|
458 | dam = -dam; |
|
|
459 | new_symptom->stats.dam = dam; |
|
|
460 | } |
|
|
461 | |
|
|
462 | |
|
|
463 | new_symptom->stats.maxsp = disease->stats.maxsp; |
|
|
464 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
|
|
465 | |
|
|
466 | new_symptom->name = new_symptom->name_pl = disease->name; |
|
|
467 | |
|
|
468 | new_symptom->level = disease->level; |
|
|
469 | new_symptom->speed = disease->speed; |
|
|
470 | new_symptom->value = 0; |
|
|
471 | new_symptom->stats.Str = disease->stats.Str; |
|
|
472 | new_symptom->stats.Dex = disease->stats.Dex; |
|
|
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; |
|
|
479 | new_symptom->stats.food = disease->last_eat; |
|
|
480 | new_symptom->stats.maxsp = disease->stats.maxsp; |
|
|
481 | new_symptom->last_sp = disease->last_sp; |
|
|
482 | new_symptom->stats.exp = 0; |
|
|
483 | new_symptom->stats.hp = disease->stats.hp; |
|
|
484 | new_symptom->msg = disease->msg; |
|
|
485 | new_symptom->attacktype = disease->attacktype; |
|
|
486 | new_symptom->other_arch = disease->other_arch; |
|
|
487 | |
|
|
488 | new_symptom->set_owner (disease->owner); |
|
|
489 | |
|
|
490 | if (new_symptom->skill != disease->skill) |
|
|
491 | new_symptom->skill = disease->skill; |
|
|
492 | |
|
|
493 | new_symptom->move_block = 0; |
|
|
494 | insert_ob_in_ob (new_symptom, victim); |
|
|
495 | return 1; |
|
|
496 | } |
|
|
497 | |
|
|
498 | /* now deal with progressing diseases: we increase the debility |
|
|
499 | * caused by the symptoms. |
|
|
500 | */ |
|
|
501 | |
|
|
502 | if (disease->stats.ac != 0) |
|
|
503 | { |
|
|
504 | float scale; |
|
|
505 | |
|
|
506 | symptom->value += disease->stats.ac; |
|
|
507 | scale = 1.0 + symptom->value / 100.0; |
|
|
508 | /* now rescale all the debilities */ |
|
|
509 | symptom->stats.Str = (int) (scale * disease->stats.Str); |
|
|
510 | symptom->stats.Dex = (int) (scale * disease->stats.Dex); |
|
|
511 | symptom->stats.Con = (int) (scale * disease->stats.Con); |
|
|
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); |
|
|
517 | symptom->stats.sp = (int) (scale * disease->stats.sp); |
|
|
518 | symptom->stats.food = (int) (scale * disease->last_eat); |
|
|
519 | symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); |
|
|
520 | symptom->last_sp = (int) (scale * disease->last_sp); |
|
|
521 | symptom->stats.exp = 0; |
|
|
522 | symptom->stats.hp = (int) (scale * disease->stats.hp); |
|
|
523 | symptom->msg = disease->msg; |
|
|
524 | symptom->attacktype = disease->attacktype; |
|
|
525 | symptom->other_arch = disease->other_arch; |
|
|
526 | } |
|
|
527 | SET_FLAG (symptom, FLAG_APPLIED); |
|
|
528 | victim->update_stats (); |
|
|
529 | return 1; |
|
|
530 | } |
|
|
531 | |
|
|
532 | |
|
|
533 | /* grants immunity to plagues we've seen before. */ |
|
|
534 | int |
|
|
535 | grant_immunity (object *disease) |
|
|
536 | { |
|
|
537 | object *immunity; |
|
|
538 | object *walk; |
|
|
539 | |
|
|
540 | /* Don't give immunity to this disease if last_heal is set. */ |
|
|
541 | if (disease->last_heal) |
|
|
542 | return 0; |
|
|
543 | /* first, search for an immunity of the same name */ |
|
|
544 | for (walk = disease->env->inv; walk; walk = walk->below) |
|
|
545 | { |
|
|
546 | if (walk->type == 98 && !strcmp (disease->name, walk->name)) |
|
|
547 | { |
|
|
548 | walk->level = disease->level; |
|
|
549 | return 1; /* just update the existing immunity. */ |
|
|
550 | } |
|
|
551 | } |
|
|
552 | immunity = get_archetype ("immunity"); |
|
|
553 | immunity->name = disease->name; |
|
|
554 | immunity->level = disease->level; |
|
|
555 | immunity->move_block = 0; |
|
|
556 | insert_ob_in_ob (immunity, disease->env); |
|
|
557 | return 1; |
|
|
558 | |
|
|
559 | } |
|
|
560 | |
|
|
561 | |
513 | |
562 | /* make the symptom do the nasty things it does */ |
514 | /* make the symptom do the nasty things it does */ |
563 | |
|
|
564 | int |
515 | int |
565 | move_symptom (object *symptom) |
516 | move_symptom (object *symptom) |
566 | { |
517 | { |
567 | object *victim = symptom->env; |
518 | object *victim = symptom->env; |
568 | object *new_ob; |
|
|
569 | int sp_reduce; |
|
|
570 | |
519 | |
571 | if (victim == NULL || victim->map == NULL) |
520 | if (!victim || !victim->map) |
572 | { /* outside a monster/player, die immediately */ |
521 | { /* outside a monster/player, die immediately */ |
573 | symptom->destroy (); |
522 | symptom->destroy (); |
574 | return 0; |
523 | return 0; |
575 | } |
524 | } |
576 | |
|
|
577 | if (symptom->stats.dam > 0) |
|
|
578 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
|
|
579 | else |
|
|
580 | hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); |
|
|
581 | |
|
|
582 | if (symptom->stats.maxsp > 0) |
|
|
583 | sp_reduce = symptom->stats.maxsp; |
|
|
584 | else |
|
|
585 | sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); |
|
|
586 | victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); |
|
|
587 | |
525 | |
588 | /* create the symptom "other arch" object and drop it here |
526 | /* create the symptom "other arch" object and drop it here |
589 | * under every part of the monster |
527 | * under every part of the monster |
590 | * The victim may well have died. |
528 | * The victim may well have died. |
591 | */ |
529 | */ |
592 | |
|
|
593 | if (victim->map == NULL) |
530 | if (victim->map) |
594 | return 0; |
531 | { |
|
|
532 | victim->play_sound (symptom->sound); |
|
|
533 | |
595 | if (symptom->other_arch) |
534 | if (symptom->other_arch) |
596 | { |
535 | for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) |
597 | object *tmp; |
|
|
598 | |
|
|
599 | tmp = victim; |
|
|
600 | if (tmp->head != NULL) |
|
|
601 | tmp = tmp->head; |
|
|
602 | for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more) |
|
|
603 | { |
536 | { |
604 | new_ob = arch_to_object (symptom->other_arch); |
537 | object *new_ob = symptom->other_arch->instance (); |
605 | new_ob->x = tmp->x; |
538 | new_ob->x = tmp->x; |
606 | new_ob->y = tmp->y; |
539 | new_ob->y = tmp->y; |
607 | new_ob->map = victim->map; |
540 | new_ob->map = victim->map; |
608 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
541 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
609 | } |
542 | } |
610 | } |
543 | } |
|
|
544 | |
|
|
545 | int damage = |
|
|
546 | symptom->stats.dam > 0 |
|
|
547 | ? symptom->stats.dam |
|
|
548 | : max (1, victim->stats.maxhp * -symptom->stats.dam / 100); |
|
|
549 | |
|
|
550 | hit_player (victim, damage, symptom, symptom->attacktype, 1); |
|
|
551 | |
|
|
552 | int sp_reduce = |
|
|
553 | symptom->stats.maxsp > 0 |
|
|
554 | ? symptom->stats.maxsp |
|
|
555 | : max (1, victim->stats.maxsp * -symptom->stats.maxsp / 100); |
|
|
556 | |
|
|
557 | victim->stats.sp = max (0, victim->stats.sp - sp_reduce); |
|
|
558 | |
611 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
559 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
612 | |
560 | |
613 | return 1; |
561 | return 1; |
614 | } |
562 | } |
615 | |
563 | |
616 | |
|
|
617 | /* possibly infect due to direct physical contact |
564 | /* possibly infect due to direct physical contact |
618 | i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
565 | * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
619 | |
|
|
620 | int |
566 | int |
621 | check_physically_infect (object *victim, object *hitter) |
567 | check_physically_infect (object *victim, object *hitter) |
622 | { |
568 | { |
623 | object *walk; |
|
|
624 | |
|
|
625 | /* search for diseases, give every disease a chance to infect */ |
569 | /* search for diseases, give every disease a chance to infect */ |
626 | for (walk = hitter->inv; walk != NULL; walk = walk->below) |
570 | for (object *disease = hitter->inv; disease; disease = disease->below) |
627 | if (walk->type == DISEASE) |
571 | if (disease->type == DISEASE) |
628 | infect_object (victim, walk, 0); |
572 | infect_object (victim, disease, 0); |
|
|
573 | |
629 | return 1; |
574 | return 1; |
630 | } |
575 | } |
631 | |
576 | |
632 | /* find a disease in someone*/ |
|
|
633 | object * |
|
|
634 | find_disease (object *victim) |
|
|
635 | { |
|
|
636 | object *walk; |
|
|
637 | |
|
|
638 | for (walk = victim->inv; walk; walk = walk->below) |
|
|
639 | if (walk->type == DISEASE) |
|
|
640 | return walk; |
|
|
641 | return NULL; |
|
|
642 | } |
|
|
643 | |
|
|
644 | /* do the cure disease stuff, from the spell "cure disease" */ |
577 | /* do the cure disease stuff, from the spell "cure disease" */ |
645 | |
|
|
646 | int |
578 | int |
647 | cure_disease (object *sufferer, object *caster) |
579 | cure_disease (object *sufferer, object *caster, object *spell) |
648 | { |
580 | { |
649 | object *disease, *next; |
581 | object *disease, *next; |
650 | int casting_level; |
|
|
651 | int cure = 0; |
582 | int cure = 0; |
652 | |
583 | |
653 | if (caster) |
|
|
654 | casting_level = caster->level; |
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|
655 | else |
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|
656 | casting_level = 1000; /* if null caster, CURE all. */ |
584 | int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */ |
657 | |
585 | |
658 | for (disease = sufferer->inv; disease; disease = next) |
586 | for (disease = sufferer->inv; disease; disease = next) |
659 | { |
587 | { |
660 | next = disease->below; |
588 | next = disease->below; |
661 | |
589 | |
662 | if (disease->type == DISEASE) |
590 | if (disease->type == DISEASE) |
663 | { /* attempt to cure this disease */ |
591 | { /* attempt to cure this disease */ |
664 | /* If caster lvel is higher than disease level, cure chance |
592 | /* If caster level is higher than disease level, cure chance |
665 | * is automatic. If lower, then the chance is basically |
593 | * is automatic. If lower, then the chance is basically |
666 | * 1 in level_diff - if there is a 5 level difference, chance |
594 | * 1 in level_diff - if there is a 5 level difference, chance |
667 | * is 1 in 5. |
595 | * is 1 in 5. |
668 | */ |
596 | */ |
669 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
597 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
670 | { |
598 | { |
671 | |
|
|
672 | remove_symptoms (disease); |
599 | remove_symptoms (disease); |
673 | cure = 1; |
600 | cure = 1; |
674 | |
601 | |
675 | if (caster) |
602 | if (caster && spell) |
676 | change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); |
603 | change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY); |
677 | |
604 | |
678 | disease->destroy (); |
605 | disease->destroy (); |
679 | } |
606 | } |
680 | } |
607 | } |
681 | } |
608 | } |
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|
609 | |
682 | if (cure) |
610 | if (cure) |
683 | { |
611 | { |
684 | /* Only draw these messages once */ |
612 | /* Only draw these messages once */ |
685 | if (caster) |
613 | if (caster) |
686 | new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
614 | new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
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|
615 | |
687 | new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
616 | new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
688 | } |
617 | } |
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|
618 | |
689 | return 1; |
619 | return 1; |
690 | } |
620 | } |
691 | |
621 | |
|
|
622 | #if 0 // unused, but seems interesting |
692 | /* reduces disease progression: reduce_symptoms |
623 | /* reduces disease progression: reduce_symptoms |
693 | * return true if we actually reduce a disease. |
624 | * return true if we actually reduce a disease. |
694 | */ |
625 | */ |
695 | |
626 | static int |
696 | int |
|
|
697 | reduce_symptoms (object *sufferer, int reduction) |
627 | reduce_symptoms (object *sufferer, int reduction) |
698 | { |
628 | { |
699 | object *walk; |
629 | object *walk; |
700 | int success = 0; |
630 | int success = 0; |
701 | |
631 | |
… | |
… | |
704 | if (walk->type == SYMPTOM) |
634 | if (walk->type == SYMPTOM) |
705 | { |
635 | { |
706 | if (walk->value > 0) |
636 | if (walk->value > 0) |
707 | { |
637 | { |
708 | success = 1; |
638 | success = 1; |
709 | walk->value = MAX (0, walk->value - 2 * reduction); |
639 | walk->value = max (0, walk->value - 2 * reduction); |
710 | /* give the disease time to modify this symptom, |
640 | /* give the disease time to modify this symptom, |
711 | * and reduce its severity. */ |
641 | * and reduce its severity. */ |
712 | walk->speed_left = 0; |
642 | walk->speed_left = 0; |
713 | } |
643 | } |
714 | } |
644 | } |
715 | } |
645 | } |
|
|
646 | |
716 | if (success) |
647 | if (success) |
717 | new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
648 | new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
|
|
649 | |
718 | return success; |
650 | return success; |
719 | } |
651 | } |
|
|
652 | #endif |