1 | /* |
1 | /* |
2 | * static char *rcsid_disease_c = |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * "$Id: disease.C,v 1.2 2006/08/29 08:01:37 root Exp $"; |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
|
|
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
|
|
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
|
|
7 | * |
|
|
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 |
|
|
10 | * the Free Software Foundation, either version 3 of the License, or |
|
|
11 | * (at your option) any later version. |
|
|
12 | * |
|
|
13 | * 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 | * |
|
|
18 | * 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 | * |
|
|
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
4 | */ |
22 | */ |
5 | /* |
|
|
6 | CrossFire, A Multiplayer game for X-windows |
|
|
7 | |
23 | |
8 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
|
|
9 | Copyright (C) 1992 Frank Tore Johansen |
|
|
10 | |
|
|
11 | This program is free software; you can redistribute it and/or modify |
|
|
12 | it under the terms of the GNU General Public License as published by |
|
|
13 | the Free Software Foundation; either version 2 of the License, or |
|
|
14 | (at your option) any later version. |
|
|
15 | |
|
|
16 | This program is distributed in the hope that it will be useful, |
|
|
17 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
|
18 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
|
19 | GNU General Public License for more details. |
|
|
20 | |
|
|
21 | You should have received a copy of the GNU General Public License |
|
|
22 | along with this program; if not, write to the Free Software |
|
|
23 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
24 | |
|
|
25 | The authors can be reached via e-mail to crossfire-devel@real-time.com |
|
|
26 | */ |
|
|
27 | |
|
|
28 | /* This file contains all the code implementing diseases, |
24 | /* This file contains all the code implementing diseases, |
29 | except for odds and ends in attack.c and in |
25 | * except for odds and ends in attack.c and in |
30 | living.c*/ |
26 | * living.c |
31 | |
27 | */ |
32 | |
|
|
33 | |
28 | |
34 | /* |
29 | /* |
35 | |
30 | |
36 | For DISEASES: |
31 | For DISEASES: |
37 | Stat Property Definition |
32 | Stat Property Definition |
… | |
… | |
49 | dam^ Damage How much damage it does (%?). |
44 | dam^ Damage How much damage it does (%?). |
50 | maxgrace+ Duration How long before the disease is naturally cured. |
45 | maxgrace+ Duration How long before the disease is naturally cured. |
51 | food DurCount Counter for Duration |
46 | food DurCount Counter for Duration |
52 | |
47 | |
53 | speed Speed How often the disease moves. |
48 | speed Speed How often the disease moves. |
54 | last_sp^ Lethargy Percentage of max speed--10 = 10% speed. |
49 | last_sp^ Lethargy Percentage of max speed. 10 = 10% speed. |
55 | |
50 | |
56 | maxsp^ Mana deplete Saps mana. |
51 | maxsp^ Mana deplete Saps mana. |
57 | ac^ Progressiveness How the diseases increases in severity. |
52 | ac^ Progressiveness How the diseases increases in severity. |
58 | last_eat*^ Deplete food saps food if negative |
53 | last_eat*^ Deplete food saps food if negative |
59 | last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
54 | last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
… | |
… | |
130 | |
125 | |
131 | |
126 | |
132 | #include <global.h> |
127 | #include <global.h> |
133 | #include <object.h> |
128 | #include <object.h> |
134 | #include <living.h> |
129 | #include <living.h> |
135 | #ifndef __CEXTRACT__ |
|
|
136 | #include <sproto.h> |
130 | #include <sproto.h> |
137 | #endif |
|
|
138 | #include <spells.h> |
131 | #include <spells.h> |
139 | #include <sounds.h> |
132 | #include <sounds.h> |
140 | #include <skills.h> |
133 | #include <skills.h> |
141 | |
134 | |
142 | /* IMPLEMENTATION NOTES |
135 | /* IMPLEMENTATION NOTES |
… | |
… | |
145 | inventory. They themselves do nothing, except modify Symptoms, or |
138 | inventory. They themselves do nothing, except modify Symptoms, or |
146 | spread to other live objects. Symptoms are what actually damage the player: |
139 | spread to other live objects. Symptoms are what actually damage the player: |
147 | these are their own object. */ |
140 | these are their own object. */ |
148 | |
141 | |
149 | /* check if victim is susceptible to disease. */ |
142 | /* check if victim is susceptible to disease. */ |
|
|
143 | static int |
150 | static int is_susceptible_to_disease(object *victim, object *disease) |
144 | is_susceptible_to_disease (object *victim, object *disease) |
151 | { |
145 | { |
152 | if(!QUERY_FLAG(victim,FLAG_ALIVE)) return 0; |
146 | if (!QUERY_FLAG (victim, FLAG_ALIVE)) |
153 | |
|
|
154 | if(strstr(disease->race, "*") && !QUERY_FLAG(victim, FLAG_UNDEAD)) |
|
|
155 | return 1; |
|
|
156 | |
|
|
157 | if((disease->race == undead_name) && QUERY_FLAG(victim, FLAG_UNDEAD)) |
|
|
158 | return 1; |
|
|
159 | |
|
|
160 | if((victim->race && strstr(disease->race, victim->race)) || |
|
|
161 | strstr(disease->race, victim->name)) |
|
|
162 | return 1; |
|
|
163 | |
|
|
164 | return 0; |
147 | return 0; |
165 | } |
|
|
166 | |
148 | |
|
|
149 | if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
|
|
150 | return 1; |
|
|
151 | |
|
|
152 | if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
|
|
153 | return 1; |
|
|
154 | |
|
|
155 | if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
|
|
156 | return 1; |
|
|
157 | |
|
|
158 | return 0; |
|
|
159 | } |
|
|
160 | |
|
|
161 | int |
167 | int move_disease(object *disease) { |
162 | move_disease (object *disease) |
|
|
163 | { |
168 | /* 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. |
169 | * If outside, we decrement 'value' until we're gone. |
165 | * If outside, we decrement 'value' until we're gone. |
170 | */ |
166 | */ |
171 | |
167 | |
172 | if(disease->env==NULL) { /* we're outside of someone */ |
168 | if (!disease->env) |
|
|
169 | { /* we're outside of someone */ |
173 | if ( disease->stats.maxhp > 0 ) disease->value--; |
170 | if (disease->stats.maxhp > 0) |
|
|
171 | disease->value--; |
|
|
172 | |
174 | if(disease->value==0) { |
173 | if (!disease->value) |
175 | remove_ob(disease); |
174 | { |
176 | free_object(disease); |
175 | disease->destroy (); |
177 | return 1; |
176 | return 1; |
178 | } |
177 | } |
179 | } else { |
178 | } |
|
|
179 | else |
|
|
180 | { |
180 | /* 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 */ |
181 | /* negative foods denote "perpetual" diseases. */ |
182 | /* negative/zero food denotes "perpetual" diseases. */ |
182 | if(disease->stats.food>0) { |
183 | if (disease->stats.food > 0) |
|
|
184 | { |
183 | disease->stats.food--; |
185 | disease->stats.food--; |
|
|
186 | |
184 | if (disease->stats.food==0) { |
187 | if (!disease->stats.food) |
|
|
188 | { |
185 | remove_symptoms(disease); /* remove the symptoms of this disease */ |
189 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
186 | grant_immunity(disease); |
190 | grant_immunity (disease); |
187 | remove_ob(disease); |
191 | disease->destroy (); |
188 | free_object(disease); |
|
|
189 | return 1; |
192 | return 1; |
190 | } |
193 | } |
191 | } |
194 | } |
192 | } |
195 | } |
|
|
196 | |
193 | /* check to see if we infect others */ |
197 | /* check to see if we infect others */ |
194 | check_infection(disease); |
198 | check_infection (disease); |
195 | |
199 | |
196 | /* impose or modify the symptoms of the disease */ |
200 | /* impose or modify the symptoms of the disease */ |
197 | if(disease->env && is_susceptible_to_disease(disease->env, disease)) |
201 | if (disease->env && is_susceptible_to_disease (disease->env, disease)) |
198 | do_symptoms(disease); |
202 | do_symptoms (disease); |
199 | |
203 | |
200 | return 0; |
204 | return 0; |
201 | } |
205 | } |
202 | |
206 | |
203 | /* remove any symptoms of disease |
207 | /* remove any symptoms of disease |
204 | * Modified by MSW 2003-03-28 do try to find all the symptom the |
208 | * Modified by MSW 2003-03-28 do try to find all the symptom the |
205 | * player may have - I think through some odd interactoins with |
209 | * player may have - I think through some odd interactoins with |
206 | * disease level and player level and whatnot, a player could get |
210 | * disease level and player level and whatnot, a player could get |
207 | * more than one symtpom to a disease. |
211 | * more than one symtpom to a disease. |
208 | */ |
212 | */ |
209 | |
213 | int |
210 | int remove_symptoms(object *disease) { |
214 | remove_symptoms (object *disease) |
|
|
215 | { |
211 | object *symptom, *victim=NULL; |
216 | object *symptom, *victim = NULL; |
212 | |
217 | |
213 | while ((symptom = find_symptom(disease)) != NULL) { |
218 | while ((symptom = find_symptom (disease)) != NULL) |
214 | if (!victim) victim=symptom->env; |
|
|
215 | remove_ob(symptom); |
|
|
216 | free_object(symptom); |
|
|
217 | } |
219 | { |
218 | if(victim) fix_player(victim); |
220 | if (!victim) |
|
|
221 | victim = symptom->env; |
|
|
222 | |
|
|
223 | symptom->destroy (); |
|
|
224 | } |
|
|
225 | |
|
|
226 | if (victim) |
|
|
227 | victim->update_stats (); |
|
|
228 | |
|
|
229 | return 0; |
|
|
230 | } |
|
|
231 | |
|
|
232 | /* argument is a disease */ |
|
|
233 | object * |
|
|
234 | find_symptom (object *disease) |
|
|
235 | { |
|
|
236 | /* check the inventory for symptoms */ |
|
|
237 | for (object *walk = disease->env->inv; walk; walk = walk->below) |
|
|
238 | if (walk->name == disease->name && walk->type == SYMPTOM) |
|
|
239 | return walk; |
|
|
240 | |
|
|
241 | return NULL; |
|
|
242 | } |
|
|
243 | |
|
|
244 | /* searches around for more victims to infect */ |
|
|
245 | int |
|
|
246 | check_infection (object *disease) |
|
|
247 | { |
|
|
248 | int x, y, range, mflags; |
|
|
249 | maptile *map, *map2; |
|
|
250 | object *tmp; |
|
|
251 | |
|
|
252 | range = abs (disease->magic); |
|
|
253 | |
|
|
254 | if (disease->env) |
|
|
255 | { |
|
|
256 | x = disease->env->x; |
|
|
257 | y = disease->env->y; |
|
|
258 | map = disease->env->map; |
|
|
259 | } |
|
|
260 | else |
|
|
261 | { |
|
|
262 | x = disease->x; |
|
|
263 | y = disease->y; |
|
|
264 | map = disease->map; |
|
|
265 | } |
|
|
266 | |
|
|
267 | if (!map) |
219 | return 0; |
268 | return 0; |
220 | } |
|
|
221 | |
269 | |
222 | /* argument is a disease */ |
270 | for (int i = x - range; i <= x + range; i++) |
223 | object * find_symptom(object *disease) { |
271 | for (int j = y - range; j <= y + range; j++) |
224 | object *walk; |
272 | { |
225 | |
|
|
226 | /* check the inventory for symptoms */ |
|
|
227 | for(walk=disease->env->inv;walk;walk = walk->below) |
|
|
228 | if(!strcmp(walk->name,disease->name)&&walk->type==SYMPTOM) return walk; |
|
|
229 | return NULL; |
|
|
230 | } |
|
|
231 | |
|
|
232 | /* searches around for more victims to infect */ |
|
|
233 | int check_infection(object *disease) { |
|
|
234 | int x,y,range, mflags; |
|
|
235 | mapstruct *map, *map2; |
|
|
236 | object *tmp; |
|
|
237 | sint16 i, j, i2, j2; |
273 | sint16 i2, j2; |
238 | |
|
|
239 | range = abs(disease->magic); |
|
|
240 | if(disease->env) { |
|
|
241 | x = disease->env->x; |
|
|
242 | y = disease->env->y; |
|
|
243 | map=disease->env->map; |
|
|
244 | } |
|
|
245 | else { |
|
|
246 | x = disease->x; |
|
|
247 | y = disease->y; |
|
|
248 | map = disease->map; |
|
|
249 | } |
|
|
250 | |
|
|
251 | if(map == NULL) return 0; |
|
|
252 | for(i=x-range;i<=x+range;i++) { |
|
|
253 | for(j=y-range;j<=y+range;j++) { |
|
|
254 | mflags = get_map_flags(map,&map2, i,j, &i2, &j2); |
274 | mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
|
|
275 | |
255 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) { |
276 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
256 | for(tmp=get_map_ob(map2,i2,j2);tmp;tmp=tmp->above) { |
277 | for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) |
257 | infect_object(tmp,disease,0); |
278 | infect_object (tmp, disease, 0); |
258 | } |
|
|
259 | } |
|
|
260 | } |
279 | } |
261 | } |
280 | |
262 | return 1; |
281 | return 1; |
263 | } |
282 | } |
264 | |
|
|
265 | |
283 | |
266 | /* check to see if an object is infectable: |
284 | /* check to see if an object is infectable: |
267 | * objects with immunity aren't infectable. |
285 | * objects with immunity aren't infectable. |
268 | * objects already infected aren't infectable. |
286 | * objects already infected aren't infectable. |
269 | * dead objects aren't infectable. |
287 | * dead objects aren't infectable. |
270 | * undead objects are infectible only if specifically named. |
288 | * undead objects are infectible only if specifically named. |
271 | */ |
289 | */ |
|
|
290 | int |
272 | int infect_object(object *victim, object *disease, int force) { |
291 | infect_object (object *victim, object *disease, int force) |
|
|
292 | { |
273 | object *tmp; |
293 | object *tmp; |
274 | object *new_disease; |
294 | object *new_disease; |
275 | |
295 | |
276 | /* don't infect inanimate objects */ |
296 | /* don't infect inanimate objects */ |
277 | if(!QUERY_FLAG(victim,FLAG_MONSTER) && !(victim->type==PLAYER)) return 0; |
297 | if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) |
|
|
298 | return 0; |
278 | |
299 | |
279 | /* check and see if victim can catch disease: diseases |
300 | /* check and see if victim can catch disease: diseases |
280 | * are specific |
301 | * are specific |
281 | */ |
302 | */ |
282 | if(!is_susceptible_to_disease(victim, disease)) return 0; |
303 | if (!is_susceptible_to_disease (victim, disease)) |
|
|
304 | return 0; |
283 | |
305 | |
284 | /* roll the dice on infection before doing the inventory check! */ |
306 | /* roll the dice on infection before doing the inventory check! */ |
285 | if(!force && (random_roll(0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
307 | if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
286 | return 0; |
308 | return 0; |
287 | |
309 | |
288 | /* do an immunity check */ |
310 | /* do an immunity check */ |
289 | if(victim->head) tmp = victim->head->inv; |
|
|
290 | else tmp = victim->inv; |
|
|
291 | |
311 | |
292 | /* There used to (IMO) be a flaw in the below - it used to be the case |
312 | /* There used to (IMO) be a flaw in the below - it used to be the case |
293 | * that if level check was done for both immunity and disease. This could |
313 | * that if level check was done for both immunity and disease. This could |
294 | * result in a person with multiple afflictions of the same disease |
314 | * result in a person with multiple afflictions of the same disease |
295 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
315 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
296 | * they were cast in that same order. Instead, change it so that |
316 | * they were cast in that same order. Instead, change it so that |
297 | * if you diseased, you can't get diseased more. |
317 | * if you diseased, you can't get diseased more. |
298 | */ |
318 | */ |
299 | |
319 | |
300 | for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { |
320 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
301 | if(tmp->type == SIGN && !strcmp(tmp->name,disease->name) && tmp->level >= disease->level) |
321 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
302 | return 0; /*Immune! */ |
322 | return 0; /* Immune! */ |
303 | else if (tmp->type==DISEASE && !strcmp(tmp->name,disease->name)) |
323 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
304 | return 0; /* already diseased */ |
324 | return 0; /* already diseased */ |
305 | } |
|
|
306 | |
325 | |
307 | /* If we've gotten this far, go ahead and infect the victim. */ |
326 | /* If we've gotten this far, go ahead and infect the victim. */ |
308 | new_disease = get_object(); |
327 | |
309 | copy_object(disease,new_disease); |
328 | new_disease = disease->clone (); |
|
|
329 | |
310 | new_disease->stats.food=disease->stats.maxgrace; |
330 | new_disease->stats.food = disease->stats.maxgrace; |
311 | new_disease->value=disease->stats.maxhp; |
331 | new_disease->value = disease->stats.maxhp; |
312 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
332 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
313 | |
333 | |
314 | /* Unfortunately, set_owner does the wrong thing to the skills pointers |
|
|
315 | * resulting in exp going into the owners *current* chosen skill. |
|
|
316 | */ |
|
|
317 | |
|
|
318 | if(get_owner(disease)) { |
|
|
319 | set_owner(new_disease,disease->owner); |
|
|
320 | |
|
|
321 | /* Only need to update skill if different */ |
|
|
322 | if (new_disease->skill != disease->skill) { |
|
|
323 | if (new_disease->skill) free_string(new_disease->skill); |
|
|
324 | if (disease->skill) new_disease->skill = add_refcount(disease->skill); |
|
|
325 | } |
|
|
326 | } |
|
|
327 | else { /* for diseases which are passed by hitting, set owner and praying skill*/ |
|
|
328 | if(disease->env && disease->env->type==PLAYER) { |
|
|
329 | object *player = disease->env; |
|
|
330 | |
|
|
331 | set_owner(new_disease,player); |
|
|
332 | /* the skill pointer for these diseases should already be set up - |
|
|
333 | * hardcoding in 'praying' is not the right approach. |
|
|
334 | */ |
|
|
335 | } |
|
|
336 | } |
|
|
337 | |
|
|
338 | insert_ob_in_ob(new_disease,victim); |
|
|
339 | /* This appears to be a horrible case of overloading 'NO_PASS' |
334 | /* This appears to be a horrible case of overloading 'NO_PASS' |
340 | * for meaning in the diseases. |
335 | * for meaning in the diseases. |
341 | */ |
336 | */ |
342 | new_disease->move_block = 0; |
337 | new_disease->move_block = 0; |
|
|
338 | |
|
|
339 | // insert before setting the owner |
|
|
340 | victim->head_ ()->insert (new_disease); |
|
|
341 | |
|
|
342 | if (disease->owner) |
|
|
343 | new_disease->set_owner (disease->owner); |
|
|
344 | else if (object *pl = disease->in_player ()) |
|
|
345 | /* for diseases which are passed by hitting, set owner and skill */ |
|
|
346 | new_disease->set_owner (pl); |
|
|
347 | |
343 | if(new_disease->owner && new_disease->owner->type==PLAYER) { |
348 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
344 | char buf[128]; |
349 | { |
|
|
350 | const char *buf; |
|
|
351 | |
345 | /* if the disease has a title, it has a special infection message |
352 | /* if the disease has a title, it has a special infection message |
346 | * This messages is printed in the form MESSAGE victim |
353 | * This messages is printed in the form MESSAGE victim |
347 | */ |
354 | */ |
348 | if(new_disease->title) |
355 | if (new_disease->title) |
349 | sprintf(buf,"%s %s!!",disease->title,victim->name); |
356 | buf = format ("%s %s!!", &disease->title, &victim->name); |
350 | else |
357 | else |
351 | sprintf(buf,"You infect %s with your disease, %s!",victim->name,new_disease->name); |
358 | buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
352 | |
359 | |
353 | if(victim->type == PLAYER) |
360 | if (victim->type == PLAYER) |
354 | new_draw_info(NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
361 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
355 | else |
362 | else |
356 | new_draw_info(0, 4, new_disease->owner, buf); |
363 | new_draw_info (0, 4, new_disease->owner, buf); |
357 | } |
364 | } |
|
|
365 | |
358 | if(victim->type==PLAYER) |
366 | if (victim->type == PLAYER) |
359 | new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,"You suddenly feel ill."); |
367 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
360 | |
368 | |
361 | return 1; |
369 | return 1; |
362 | |
|
|
363 | } |
370 | } |
364 | |
|
|
365 | |
|
|
366 | |
371 | |
367 | /* this function monitors the symptoms caused by the disease (if any), |
372 | /* this function monitors the symptoms caused by the disease (if any), |
368 | causes symptoms, and modifies existing symptoms in the case of |
373 | causes symptoms, and modifies existing symptoms in the case of |
369 | existing diseases. */ |
374 | existing diseases. */ |
370 | |
375 | int |
371 | int do_symptoms(object *disease) { |
376 | do_symptoms (object *disease) |
|
|
377 | { |
372 | object *symptom; |
378 | object *symptom; |
373 | object *victim; |
379 | object *victim; |
374 | object *tmp; |
380 | object *tmp; |
|
|
381 | |
375 | victim = disease->env; |
382 | victim = disease->env; |
376 | |
383 | |
|
|
384 | if (!victim) |
|
|
385 | return 0; /* no-one to inflict symptoms on */ |
|
|
386 | |
377 | /* This is a quick hack - for whatever reason, disease->env will point |
387 | /* This is a quick hack - for whatever reason, disease->env will point |
378 | * back to disease, causing endless loops. Why this happens really needs |
388 | * back to disease, causing endless loops. Why this happens really needs |
379 | * to be found, but this should at least prevent the infinite loops. |
389 | * to be found, but this should at least prevent the infinite loops. |
380 | */ |
390 | */ |
|
|
391 | //TODO: should no longer be the case, monitor, and remove |
|
|
392 | if (victim == disease) |
|
|
393 | { |
|
|
394 | LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ()); |
|
|
395 | return 0; |
|
|
396 | } |
381 | |
397 | |
382 | if(victim == NULL || victim==disease) |
|
|
383 | return 0;/* no-one to inflict symptoms on */ |
|
|
384 | |
|
|
385 | symptom = find_symptom(disease); |
398 | symptom = find_symptom (disease); |
386 | if(symptom==NULL) { |
399 | if (!symptom) |
|
|
400 | { |
387 | /* no symptom? need to generate one! */ |
401 | /* no symptom? need to generate one! */ |
388 | object *new_symptom; |
|
|
389 | |
402 | |
390 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
403 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
391 | if(!is_susceptible_to_disease(victim, disease)) return 0; |
404 | if (!is_susceptible_to_disease (victim, disease)) |
|
|
405 | return 0; |
392 | |
406 | |
393 | /* check for an actual immunity */ |
407 | /* check for an actual immunity */ |
394 | /* do an immunity check */ |
408 | /* do an immunity check */ |
395 | if(victim->head) tmp = victim->head->inv; |
409 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
396 | else tmp = victim->inv; |
|
|
397 | |
|
|
398 | for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { |
|
|
399 | if(tmp->type == SIGN) /* possibly an immunity, or diseased*/ |
410 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
400 | if(!strcmp(tmp->name,disease->name) && tmp->level >= disease->level) |
411 | if (tmp->name == disease->name && tmp->level >= disease->level) |
401 | return 0; /*Immune! */ |
412 | return 0; /* Immune! */ |
|
|
413 | |
|
|
414 | object *new_symptom = get_archetype ("symptom"); |
|
|
415 | |
|
|
416 | /* Something special done with dam. We want diseases to be more |
|
|
417 | * random in what they'll kill, so we'll make the damage they |
|
|
418 | * do random, note, this has a weird effect with progressive diseases. |
|
|
419 | */ |
|
|
420 | if (disease->stats.dam) |
|
|
421 | { |
|
|
422 | int dam = disease->stats.dam; |
|
|
423 | |
|
|
424 | /* reduce the damage, on average, 50%, and making things random. */ |
|
|
425 | |
|
|
426 | dam = random_roll (1, abs (dam), victim, PREFER_LOW); |
|
|
427 | if (disease->stats.dam < 0) |
|
|
428 | dam = -dam; |
|
|
429 | |
|
|
430 | new_symptom->stats.dam = dam; |
402 | } |
431 | } |
403 | |
|
|
404 | new_symptom = get_archetype(ARCH_SYMPTOM); |
|
|
405 | |
432 | |
406 | /* Something special done with dam. We want diseases to be more |
|
|
407 | * random in what they'll kill, so we'll make the damage they |
|
|
408 | * do random, note, this has a weird effect with progressive diseases. |
|
|
409 | */ |
|
|
410 | if(disease->stats.dam != 0) { |
|
|
411 | int dam = disease->stats.dam; |
|
|
412 | |
|
|
413 | /* reduce the damage, on average, 50%, and making things random. */ |
|
|
414 | |
|
|
415 | dam = random_roll(1, FABS(dam), victim, PREFER_LOW); |
|
|
416 | if(disease->stats.dam < 0) dam = -dam; |
|
|
417 | new_symptom->stats.dam = dam; |
|
|
418 | } |
|
|
419 | |
|
|
420 | |
|
|
421 | new_symptom->stats.maxsp = disease->stats.maxsp; |
|
|
422 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
|
|
423 | |
|
|
424 | FREE_AND_COPY(new_symptom->name, disease->name); |
|
|
425 | FREE_AND_COPY(new_symptom->name_pl, disease->name); |
|
|
426 | new_symptom->level = disease->level; |
|
|
427 | new_symptom->speed = disease->speed; |
|
|
428 | new_symptom->value = 0; |
|
|
429 | new_symptom->stats.Str =disease->stats.Str; |
|
|
430 | new_symptom->stats.Dex = disease->stats.Dex; |
|
|
431 | new_symptom->stats.Con = disease->stats.Con; |
|
|
432 | new_symptom->stats.Wis = disease->stats.Wis; |
|
|
433 | new_symptom->stats.Int = disease->stats.Int; |
|
|
434 | new_symptom->stats.Pow = disease->stats.Pow; |
|
|
435 | new_symptom->stats.Cha = disease->stats.Cha; |
|
|
436 | new_symptom->stats.sp = disease->stats.sp; |
|
|
437 | new_symptom->stats.food =disease->last_eat; |
|
|
438 | new_symptom->stats.maxsp = disease->stats.maxsp; |
433 | new_symptom->stats.maxsp = disease->stats.maxsp; |
|
|
434 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
|
|
435 | |
|
|
436 | new_symptom->name = new_symptom->name_pl = disease->name; |
|
|
437 | |
|
|
438 | new_symptom->level = disease->level; |
|
|
439 | new_symptom->speed = disease->speed; |
|
|
440 | new_symptom->value = 0; |
|
|
441 | |
|
|
442 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
443 | new_symptom->stats.stat (i) = disease->stats.stat (i); |
|
|
444 | |
|
|
445 | new_symptom->stats.sp = disease->stats.sp; |
|
|
446 | new_symptom->stats.food = disease->last_eat; |
|
|
447 | new_symptom->stats.maxsp = disease->stats.maxsp; |
439 | new_symptom->last_sp = disease->last_sp; |
448 | new_symptom->last_sp = disease->last_sp; |
440 | new_symptom->stats.exp = 0; |
449 | new_symptom->stats.exp = 0; |
441 | new_symptom->stats.hp = disease->stats.hp; |
450 | new_symptom->stats.hp = disease->stats.hp; |
442 | new_symptom->msg = add_string(disease->msg); |
451 | new_symptom->msg = disease->msg; |
443 | new_symptom->attacktype = disease->attacktype; |
452 | new_symptom->attacktype = disease->attacktype; |
444 | new_symptom->other_arch = disease->other_arch; |
453 | new_symptom->other_arch = disease->other_arch; |
445 | |
|
|
446 | set_owner(new_symptom,disease->owner); |
|
|
447 | if (new_symptom->skill != disease->skill) { |
454 | new_symptom->skill = disease->skill; |
448 | if (new_symptom->skill) free_string(new_symptom->skill); |
455 | |
449 | if (disease->skill) new_symptom->skill = add_refcount(disease->skill); |
|
|
450 | } |
|
|
451 | new_symptom->move_block=0; |
456 | new_symptom->move_block = 0; |
452 | insert_ob_in_ob(new_symptom,victim); |
457 | |
|
|
458 | victim->head_ ()->insert (new_symptom); |
|
|
459 | |
|
|
460 | // set owner last, as insert clears owner |
|
|
461 | new_symptom->set_owner (disease->owner); |
|
|
462 | |
453 | return 1; |
463 | return 1; |
454 | } |
464 | } |
455 | |
465 | |
456 | /* now deal with progressing diseases: we increase the debility |
466 | /* now deal with progressing diseases: we increase the debility |
457 | * caused by the symptoms. |
467 | * caused by the symptoms. |
458 | */ |
468 | */ |
459 | |
|
|
460 | if(disease->stats.ac!=0) { |
469 | if (disease->stats.ac) |
461 | float scale; |
470 | { |
|
|
471 | symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100); |
462 | |
472 | |
463 | symptom->value += disease->stats.ac; |
|
|
464 | scale = 1.0 + symptom->value/100.0; |
473 | float scale = 1.f + symptom->value / 100.f; |
|
|
474 | |
465 | /* now rescale all the debilities */ |
475 | /* now rescale all the debilities */ |
466 | symptom->stats.Str = (int) (scale*disease->stats.Str); |
476 | for (int i = 0; i < NUM_STATS; ++i) |
467 | symptom->stats.Dex = (int) (scale*disease->stats.Dex); |
477 | symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127); |
468 | symptom->stats.Con = (int) (scale*disease->stats.Con); |
478 | |
469 | symptom->stats.Wis = (int) (scale*disease->stats.Wis); |
|
|
470 | symptom->stats.Int = (int) (scale*disease->stats.Int); |
|
|
471 | symptom->stats.Pow = (int) (scale*disease->stats.Pow); |
|
|
472 | symptom->stats.Cha = (int) (scale*disease->stats.Cha); |
|
|
473 | symptom->stats.dam = (int) (scale*disease->stats.dam); |
479 | symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024); |
474 | symptom->stats.sp = (int) (scale*disease->stats.sp); |
|
|
475 | symptom->stats.food = (int) (scale*disease->last_eat); |
480 | symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); |
476 | symptom->stats.maxsp = (int) (scale*disease->stats.maxsp); |
481 | symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024); |
477 | symptom->last_sp = (int) (scale*disease->last_sp); |
482 | symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024); |
|
|
483 | symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024); |
478 | symptom->stats.exp = 0; |
484 | symptom->stats.exp = 0; |
479 | symptom->stats.hp = (int) (scale*disease->stats.hp); |
485 | symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0; |
480 | symptom->msg = add_string(disease->msg); |
486 | symptom->msg = disease->msg; |
481 | symptom->attacktype = disease->attacktype; |
487 | symptom->attacktype = disease->attacktype; |
482 | symptom->other_arch = disease->other_arch; |
488 | symptom->other_arch = disease->other_arch; |
483 | } |
489 | } |
|
|
490 | |
484 | SET_FLAG(symptom,FLAG_APPLIED); |
491 | SET_FLAG (symptom, FLAG_APPLIED); |
485 | fix_player(victim); |
492 | victim->update_stats (); |
|
|
493 | |
486 | return 1; |
494 | return 1; |
487 | } |
495 | } |
488 | |
|
|
489 | |
496 | |
490 | /* grants immunity to plagues we've seen before. */ |
497 | /* grants immunity to plagues we've seen before. */ |
|
|
498 | int |
491 | int grant_immunity(object *disease) { |
499 | grant_immunity (object *disease) |
|
|
500 | { |
492 | object * immunity; |
501 | object *immunity; |
493 | object *walk; |
502 | object *walk; |
|
|
503 | |
494 | /* Don't give immunity to this disease if last_heal is set. */ |
504 | /* Don't give immunity to this disease if last_heal is set. */ |
495 | if(disease->last_heal) return 0; |
505 | if (disease->last_heal) |
|
|
506 | return 0; |
|
|
507 | |
496 | /* first, search for an immunity of the same name */ |
508 | /* first, search for an immunity of the same name */ |
497 | for(walk=disease->env->inv;walk;walk=walk->below) { |
509 | for (walk = disease->env->inv; walk; walk = walk->below) |
498 | if(walk->type==98 && !strcmp(disease->name,walk->name)) { |
510 | if (walk->type == 98 && disease->name == walk->name) |
|
|
511 | { |
499 | walk->level = disease->level; |
512 | walk->level = disease->level; |
500 | return 1; /* just update the existing immunity. */ |
513 | return 1; /* just update the existing immunity. */ |
501 | } |
514 | } |
502 | } |
515 | |
503 | immunity = get_archetype("immunity"); |
516 | immunity = get_archetype ("immunity"); |
|
|
517 | |
504 | immunity->name = add_string(disease->name); |
518 | immunity->name = disease->name; |
505 | immunity->level = disease->level; |
519 | immunity->level = disease->level; |
506 | immunity->move_block = 0; |
520 | immunity->move_block = 0; |
|
|
521 | |
507 | insert_ob_in_ob(immunity,disease->env); |
522 | insert_ob_in_ob (immunity, disease->env); |
|
|
523 | |
508 | return 1; |
524 | return 1; |
509 | |
|
|
510 | } |
525 | } |
511 | |
|
|
512 | |
526 | |
513 | /* make the symptom do the nasty things it does */ |
527 | /* make the symptom do the nasty things it does */ |
514 | |
528 | int |
515 | int move_symptom(object *symptom) { |
529 | move_symptom (object *symptom) |
|
|
530 | { |
516 | object *victim = symptom->env; |
531 | object *victim = symptom->env; |
517 | object *new_ob; |
532 | object *new_ob; |
518 | int sp_reduce; |
533 | int sp_reduce; |
519 | |
534 | |
520 | if(victim == NULL || victim->map==NULL) { /* outside a monster/player, die immediately */ |
535 | if (!victim || !victim->map) |
521 | remove_ob(symptom); |
536 | { /* outside a monster/player, die immediately */ |
522 | free_object(symptom); |
537 | symptom->destroy (); |
523 | return 0; |
538 | return 0; |
524 | } |
539 | } |
525 | |
540 | |
|
|
541 | if (symptom->stats.dam > 0) |
526 | if(symptom->stats.dam > 0) hit_player(victim,symptom->stats.dam,symptom,symptom->attacktype,1); |
542 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
|
|
543 | else |
527 | else hit_player(victim,(int) MAX(1,-victim->stats.maxhp * symptom->stats.dam / 100.0),symptom,symptom->attacktype,1); |
544 | hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); |
528 | |
545 | |
529 | if(symptom->stats.maxsp>0) sp_reduce = symptom->stats.maxsp; |
546 | if (symptom->stats.maxsp > 0) |
|
|
547 | sp_reduce = symptom->stats.maxsp; |
|
|
548 | else |
530 | else sp_reduce = (int) MAX(1,victim->stats.maxsp * symptom->stats.maxsp/100.0); |
549 | sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); |
|
|
550 | |
531 | victim->stats.sp = MAX(0,victim->stats.sp - sp_reduce); |
551 | victim->stats.sp = max (0, victim->stats.sp - sp_reduce); |
532 | |
552 | |
533 | /* create the symptom "other arch" object and drop it here |
553 | /* create the symptom "other arch" object and drop it here |
534 | * under every part of the monster |
554 | * under every part of the monster |
535 | * The victim may well have died. |
555 | * The victim may well have died. |
536 | */ |
556 | */ |
537 | |
557 | if (symptom->other_arch && victim->map) |
538 | if(victim->map==NULL) return 0; |
558 | for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) |
539 | if(symptom->other_arch) { |
559 | { |
540 | object *tmp; |
|
|
541 | tmp=victim; |
|
|
542 | if(tmp->head!=NULL) tmp=tmp->head; |
|
|
543 | for(/*tmp initialized above */;tmp!=NULL;tmp=tmp->more) { |
|
|
544 | new_ob = arch_to_object(symptom->other_arch); |
560 | new_ob = arch_to_object (symptom->other_arch); |
545 | new_ob->x = tmp->x; |
561 | new_ob->x = tmp->x; |
546 | new_ob->y = tmp->y; |
562 | new_ob->y = tmp->y; |
547 | new_ob->map = victim->map; |
563 | new_ob->map = victim->map; |
548 | insert_ob_in_map(new_ob,victim->map,victim,0); |
564 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
549 | } |
565 | } |
550 | } |
566 | |
551 | new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,symptom->msg); |
567 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
552 | |
568 | |
553 | return 1; |
569 | return 1; |
554 | } |
570 | } |
555 | |
571 | |
556 | |
|
|
557 | /* possibly infect due to direct physical contact |
572 | /* possibly infect due to direct physical contact |
558 | i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
573 | * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
559 | |
574 | int |
560 | int check_physically_infect(object *victim, object *hitter) { |
575 | check_physically_infect (object *victim, object *hitter) |
561 | object *walk; |
576 | { |
562 | /* search for diseases, give every disease a chance to infect */ |
577 | /* search for diseases, give every disease a chance to infect */ |
563 | for(walk=hitter->inv;walk!=NULL;walk=walk->below) |
578 | for (object *disease = hitter->inv; disease; disease = disease->below) |
564 | if(walk->type==DISEASE) infect_object(victim,walk,0); |
579 | if (disease->type == DISEASE) |
|
|
580 | infect_object (victim, disease, 0); |
|
|
581 | |
565 | return 1; |
582 | return 1; |
566 | } |
583 | } |
567 | |
584 | |
568 | /* find a disease in someone*/ |
585 | // find a disease in someone |
|
|
586 | object * |
569 | object *find_disease(object *victim) { |
587 | find_disease (object *victim) |
570 | object *walk; |
588 | { |
571 | for(walk=victim->inv;walk;walk=walk->below) |
589 | for (object *disease = victim->inv; disease; disease = disease->below) |
572 | if(walk->type==DISEASE) return walk; |
590 | if (disease->type == DISEASE) |
|
|
591 | return disease; |
|
|
592 | |
573 | return NULL; |
593 | return 0; |
574 | } |
594 | } |
575 | |
595 | |
576 | /* do the cure disease stuff, from the spell "cure disease" */ |
596 | /* do the cure disease stuff, from the spell "cure disease" */ |
577 | |
597 | int |
578 | int cure_disease(object *sufferer,object *caster) { |
598 | cure_disease (object *sufferer, object *caster) |
|
|
599 | { |
579 | object *disease, *next; |
600 | object *disease, *next; |
580 | int casting_level; |
601 | int casting_level; |
581 | int cure=0; |
602 | int cure = 0; |
582 | |
603 | |
|
|
604 | if (caster) |
583 | if(caster) casting_level = caster->level; |
605 | casting_level = caster->level; |
|
|
606 | else |
584 | else casting_level = 1000; /* if null caster, CURE all. */ |
607 | casting_level = 1000; /* if null caster, CURE all. */ |
585 | |
608 | |
586 | for(disease=sufferer->inv;disease;disease=next) { |
609 | for (disease = sufferer->inv; disease; disease = next) |
|
|
610 | { |
587 | next=disease->below; |
611 | next = disease->below; |
588 | |
612 | |
589 | if(disease->type==DISEASE) { /* attempt to cure this disease */ |
613 | if (disease->type == DISEASE) |
|
|
614 | { /* attempt to cure this disease */ |
590 | /* If caster lvel is higher than disease level, cure chance |
615 | /* If caster level is higher than disease level, cure chance |
591 | * is automatic. If lower, then the chance is basically |
616 | * is automatic. If lower, then the chance is basically |
592 | * 1 in level_diff - if there is a 5 level difference, chance |
617 | * 1 in level_diff - if there is a 5 level difference, chance |
593 | * is 1 in 5. |
618 | * is 1 in 5. |
594 | */ |
619 | */ |
595 | if ((casting_level >= disease->level) || |
620 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
596 | ( ! (random_roll(0, (disease->level - casting_level - 1), |
621 | { |
597 | caster, PREFER_LOW) ))) { |
|
|
598 | |
|
|
599 | remove_symptoms(disease); |
622 | remove_symptoms (disease); |
600 | remove_ob(disease); |
|
|
601 | cure=1; |
623 | cure = 1; |
602 | if(caster) change_exp(caster,disease->stats.exp, |
624 | |
603 | caster->chosen_skill?caster->chosen_skill->skill:NULL, 0); |
625 | if (caster) |
604 | free_object(disease); |
626 | change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); |
|
|
627 | |
|
|
628 | disease->destroy (); |
605 | } |
629 | } |
606 | } |
630 | } |
607 | } |
631 | } |
|
|
632 | |
608 | if (cure) { |
633 | if (cure) |
|
|
634 | { |
609 | /* Only draw these messages once */ |
635 | /* Only draw these messages once */ |
610 | if (caster) |
636 | if (caster) |
611 | new_draw_info_format(NDI_UNIQUE,0,caster,"You cure a disease!"); |
637 | new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
|
|
638 | |
612 | new_draw_info(NDI_UNIQUE,0,sufferer,"You no longer feel diseased."); |
639 | new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
613 | } |
640 | } |
|
|
641 | |
614 | return 1; |
642 | return 1; |
615 | } |
643 | } |
616 | |
644 | |
617 | /* reduces disease progression: reduce_symptoms |
645 | /* reduces disease progression: reduce_symptoms |
618 | * return true if we actually reduce a disease. |
646 | * return true if we actually reduce a disease. |
619 | */ |
647 | */ |
620 | |
648 | int |
621 | int reduce_symptoms(object *sufferer, int reduction) { |
649 | reduce_symptoms (object *sufferer, int reduction) |
|
|
650 | { |
622 | object *walk; |
651 | object *walk; |
623 | int success=0; |
652 | int success = 0; |
624 | |
653 | |
625 | for(walk=sufferer->inv;walk;walk=walk->below) { |
654 | for (walk = sufferer->inv; walk; walk = walk->below) |
|
|
655 | { |
626 | if(walk->type==SYMPTOM) { |
656 | if (walk->type == SYMPTOM) |
|
|
657 | { |
627 | if(walk->value > 0) { |
658 | if (walk->value > 0) |
|
|
659 | { |
628 | success=1; |
660 | success = 1; |
629 | walk->value = MAX(0,walk->value - 2*reduction); |
661 | walk->value = max (0, walk->value - 2 * reduction); |
630 | /* give the disease time to modify this symptom, |
662 | /* give the disease time to modify this symptom, |
631 | * and reduce its severity. */ |
663 | * and reduce its severity. */ |
632 | walk->speed_left = 0; |
664 | walk->speed_left = 0; |
633 | } |
665 | } |
634 | } |
666 | } |
635 | } |
667 | } |
|
|
668 | |
636 | if (success) |
669 | if (success) |
637 | new_draw_info(NDI_UNIQUE,0,sufferer,"Your illness seems less severe."); |
670 | new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
|
|
671 | |
638 | return success; |
672 | return success; |
639 | } |
673 | } |
640 | |
|
|