1 | /* |
1 | /* |
2 | * static char *rcsid_disease_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: disease.C,v 1.2 2006/08/29 08:01:37 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation, either version 3 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
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20 | * |
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21 | * The authors can be reached via e-mail to <support@deliantra.net> |
4 | */ |
22 | */ |
5 | /* |
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6 | CrossFire, A Multiplayer game for X-windows |
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7 | |
23 | |
8 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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9 | Copyright (C) 1992 Frank Tore Johansen |
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10 | |
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11 | This program is free software; you can redistribute it and/or modify |
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12 | it under the terms of the GNU General Public License as published by |
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13 | the Free Software Foundation; either version 2 of the License, or |
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14 | (at your option) any later version. |
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15 | |
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16 | This program is distributed in the hope that it will be useful, |
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17 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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18 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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19 | GNU General Public License for more details. |
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20 | |
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21 | You should have received a copy of the GNU General Public License |
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22 | along with this program; if not, write to the Free Software |
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23 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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24 | |
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25 | The authors can be reached via e-mail to crossfire-devel@real-time.com |
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26 | */ |
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27 | |
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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 | |
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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__ |
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136 | #include <sproto.h> |
130 | #include <sproto.h> |
137 | #endif |
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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. */ |
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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 | |
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154 | if(strstr(disease->race, "*") && !QUERY_FLAG(victim, FLAG_UNDEAD)) |
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155 | return 1; |
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156 | |
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157 | if((disease->race == undead_name) && QUERY_FLAG(victim, FLAG_UNDEAD)) |
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158 | return 1; |
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159 | |
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160 | if((victim->race && strstr(disease->race, victim->race)) || |
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161 | strstr(disease->race, victim->name)) |
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162 | return 1; |
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163 | |
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164 | return 0; |
147 | return 0; |
165 | } |
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166 | |
148 | |
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149 | if (victim->flag [FLAG_WIZ]) |
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150 | return 0; |
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151 | |
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152 | if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
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153 | return 1; |
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154 | |
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155 | if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
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156 | return 1; |
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157 | |
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158 | if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
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159 | return 1; |
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160 | |
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161 | return 0; |
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162 | } |
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163 | |
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164 | int |
167 | int move_disease(object *disease) { |
165 | move_disease (object *disease) |
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166 | { |
168 | /* first task is to determine if the disease is inside or outside of someone. |
167 | /* first task is to determine if the disease is inside or outside of someone. |
169 | * If outside, we decrement 'value' until we're gone. |
168 | * If outside, we decrement 'value' until we're gone. |
170 | */ |
169 | */ |
171 | |
170 | |
172 | if(disease->env==NULL) { /* we're outside of someone */ |
171 | if (!disease->env) |
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172 | { /* we're outside of someone */ |
173 | if ( disease->stats.maxhp > 0 ) disease->value--; |
173 | if (disease->stats.maxhp > 0) |
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174 | disease->value--; |
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175 | |
174 | if(disease->value==0) { |
176 | if (!disease->value) |
175 | remove_ob(disease); |
177 | { |
176 | free_object(disease); |
178 | disease->destroy (); |
177 | return 1; |
179 | return 1; |
178 | } |
180 | } |
179 | } else { |
181 | } |
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182 | else |
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183 | { |
180 | /* if we're inside a person, have the disease run its course */ |
184 | /* if we're inside a person, have the disease run its course */ |
181 | /* negative foods denote "perpetual" diseases. */ |
185 | /* negative/zero food denotes "perpetual" diseases. */ |
182 | if(disease->stats.food>0) { |
186 | if (disease->stats.food > 0) |
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187 | { |
183 | disease->stats.food--; |
188 | disease->stats.food--; |
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189 | |
184 | if (disease->stats.food==0) { |
190 | if (!disease->stats.food) |
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191 | { |
185 | remove_symptoms(disease); /* remove the symptoms of this disease */ |
192 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
186 | grant_immunity(disease); |
193 | grant_immunity (disease); |
187 | remove_ob(disease); |
194 | disease->destroy (); |
188 | free_object(disease); |
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189 | return 1; |
195 | return 1; |
190 | } |
196 | } |
191 | } |
197 | } |
192 | } |
198 | } |
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199 | |
193 | /* check to see if we infect others */ |
200 | /* check to see if we infect others */ |
194 | check_infection(disease); |
201 | check_infection (disease); |
195 | |
202 | |
196 | /* impose or modify the symptoms of the disease */ |
203 | /* impose or modify the symptoms of the disease */ |
197 | if(disease->env && is_susceptible_to_disease(disease->env, disease)) |
204 | if (disease->env && is_susceptible_to_disease (disease->env, disease)) |
198 | do_symptoms(disease); |
205 | do_symptoms (disease); |
199 | |
206 | |
200 | return 0; |
207 | return 0; |
201 | } |
208 | } |
202 | |
209 | |
203 | /* remove any symptoms of disease |
210 | /* remove any symptoms of disease |
204 | * Modified by MSW 2003-03-28 do try to find all the symptom the |
211 | * 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 |
212 | * player may have - I think through some odd interactoins with |
206 | * disease level and player level and whatnot, a player could get |
213 | * disease level and player level and whatnot, a player could get |
207 | * more than one symtpom to a disease. |
214 | * more than one symtpom to a disease. |
208 | */ |
215 | */ |
209 | |
216 | int |
210 | int remove_symptoms(object *disease) { |
217 | remove_symptoms (object *disease) |
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218 | { |
211 | object *symptom, *victim=NULL; |
219 | object *symptom, *victim = NULL; |
212 | |
220 | |
213 | while ((symptom = find_symptom(disease)) != NULL) { |
221 | while ((symptom = find_symptom (disease)) != NULL) |
214 | if (!victim) victim=symptom->env; |
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215 | remove_ob(symptom); |
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216 | free_object(symptom); |
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217 | } |
222 | { |
218 | if(victim) fix_player(victim); |
223 | if (!victim) |
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224 | victim = symptom->env; |
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225 | |
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226 | symptom->destroy (); |
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227 | } |
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228 | |
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229 | if (victim) |
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230 | victim->update_stats (); |
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231 | |
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232 | return 0; |
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233 | } |
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234 | |
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235 | /* argument is a disease */ |
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236 | object * |
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237 | find_symptom (object *disease) |
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238 | { |
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239 | /* check the inventory for symptoms */ |
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240 | for (object *walk = disease->env->inv; walk; walk = walk->below) |
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241 | if (walk->name == disease->name && walk->type == SYMPTOM) |
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242 | return walk; |
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243 | |
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244 | return NULL; |
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245 | } |
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246 | |
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247 | /* searches around for more victims to infect */ |
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248 | int |
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249 | check_infection (object *disease) |
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250 | { |
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251 | int x, y; |
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252 | maptile *map, *map2; |
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253 | object *tmp; |
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254 | |
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255 | int range = abs (disease->magic); |
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256 | |
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257 | if (disease->env) |
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258 | { |
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259 | x = disease->env->x; |
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260 | y = disease->env->y; |
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261 | map = disease->env->map; |
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262 | } |
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263 | else |
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264 | { |
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265 | x = disease->x; |
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266 | y = disease->y; |
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267 | map = disease->map; |
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268 | } |
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269 | |
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270 | if (!map) |
219 | return 0; |
271 | return 0; |
220 | } |
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221 | |
272 | |
222 | /* argument is a disease */ |
273 | for (int i = x - range; i <= x + range; i++) |
223 | object * find_symptom(object *disease) { |
274 | for (int j = y - range; j <= y + range; j++) |
224 | object *walk; |
275 | { |
225 | |
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226 | /* check the inventory for symptoms */ |
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227 | for(walk=disease->env->inv;walk;walk = walk->below) |
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228 | if(!strcmp(walk->name,disease->name)&&walk->type==SYMPTOM) return walk; |
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229 | return NULL; |
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230 | } |
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231 | |
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232 | /* searches around for more victims to infect */ |
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233 | int check_infection(object *disease) { |
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234 | int x,y,range, mflags; |
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235 | mapstruct *map, *map2; |
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236 | object *tmp; |
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237 | sint16 i, j, i2, j2; |
276 | sint16 i2, j2; |
238 | |
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239 | range = abs(disease->magic); |
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240 | if(disease->env) { |
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241 | x = disease->env->x; |
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242 | y = disease->env->y; |
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243 | map=disease->env->map; |
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244 | } |
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245 | else { |
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246 | x = disease->x; |
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247 | y = disease->y; |
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248 | map = disease->map; |
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249 | } |
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250 | |
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251 | if(map == NULL) return 0; |
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252 | for(i=x-range;i<=x+range;i++) { |
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253 | for(j=y-range;j<=y+range;j++) { |
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254 | mflags = get_map_flags(map,&map2, i,j, &i2, &j2); |
277 | int mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
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278 | |
255 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) { |
279 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
256 | for(tmp=get_map_ob(map2,i2,j2);tmp;tmp=tmp->above) { |
280 | for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) |
257 | infect_object(tmp,disease,0); |
281 | infect_object (tmp, disease, 0); |
258 | } |
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259 | } |
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260 | } |
282 | } |
261 | } |
283 | |
262 | return 1; |
284 | return 1; |
263 | } |
285 | } |
264 | |
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265 | |
286 | |
266 | /* check to see if an object is infectable: |
287 | /* check to see if an object is infectable: |
267 | * objects with immunity aren't infectable. |
288 | * objects with immunity aren't infectable. |
268 | * objects already infected aren't infectable. |
289 | * objects already infected aren't infectable. |
269 | * dead objects aren't infectable. |
290 | * dead objects aren't infectable. |
270 | * undead objects are infectible only if specifically named. |
291 | * undead objects are infectible only if specifically named. |
271 | */ |
292 | */ |
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293 | int |
272 | int infect_object(object *victim, object *disease, int force) { |
294 | infect_object (object *victim, object *disease, int force) |
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295 | { |
273 | object *tmp; |
296 | object *tmp; |
274 | object *new_disease; |
297 | object *new_disease; |
275 | |
298 | |
276 | /* don't infect inanimate objects */ |
299 | /* don't infect inanimate objects */ |
277 | if(!QUERY_FLAG(victim,FLAG_MONSTER) && !(victim->type==PLAYER)) return 0; |
300 | if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) |
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301 | return 0; |
278 | |
302 | |
279 | /* check and see if victim can catch disease: diseases |
303 | /* check and see if victim can catch disease: diseases |
280 | * are specific |
304 | * are specific |
281 | */ |
305 | */ |
282 | if(!is_susceptible_to_disease(victim, disease)) return 0; |
306 | if (!is_susceptible_to_disease (victim, disease)) |
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307 | return 0; |
283 | |
308 | |
284 | /* roll the dice on infection before doing the inventory check! */ |
309 | /* roll the dice on infection before doing the inventory check! */ |
285 | if(!force && (random_roll(0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
310 | if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
286 | return 0; |
311 | return 0; |
287 | |
312 | |
288 | /* do an immunity check */ |
313 | /* do an immunity check */ |
289 | if(victim->head) tmp = victim->head->inv; |
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290 | else tmp = victim->inv; |
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291 | |
314 | |
292 | /* There used to (IMO) be a flaw in the below - it used to be the case |
315 | /* 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 |
316 | * 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 |
317 | * 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 |
318 | * (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 |
319 | * they were cast in that same order. Instead, change it so that |
297 | * if you diseased, you can't get diseased more. |
320 | * if you diseased, you can't get diseased more. |
298 | */ |
321 | */ |
299 | |
322 | |
300 | for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { |
323 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
301 | if(tmp->type == SIGN && !strcmp(tmp->name,disease->name) && tmp->level >= disease->level) |
324 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
302 | return 0; /*Immune! */ |
325 | return 0; /* Immune! */ |
303 | else if (tmp->type==DISEASE && !strcmp(tmp->name,disease->name)) |
326 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
304 | return 0; /* already diseased */ |
327 | return 0; /* already diseased */ |
305 | } |
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306 | |
328 | |
307 | /* If we've gotten this far, go ahead and infect the victim. */ |
329 | /* If we've gotten this far, go ahead and infect the victim. */ |
308 | new_disease = get_object(); |
330 | |
309 | copy_object(disease,new_disease); |
331 | new_disease = disease->clone (); |
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332 | |
310 | new_disease->stats.food=disease->stats.maxgrace; |
333 | new_disease->stats.food = disease->stats.maxgrace; |
311 | new_disease->value=disease->stats.maxhp; |
334 | new_disease->value = disease->stats.maxhp; |
312 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
335 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
313 | |
336 | |
314 | /* Unfortunately, set_owner does the wrong thing to the skills pointers |
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315 | * resulting in exp going into the owners *current* chosen skill. |
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316 | */ |
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317 | |
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318 | if(get_owner(disease)) { |
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319 | set_owner(new_disease,disease->owner); |
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320 | |
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321 | /* Only need to update skill if different */ |
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322 | if (new_disease->skill != disease->skill) { |
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323 | if (new_disease->skill) free_string(new_disease->skill); |
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324 | if (disease->skill) new_disease->skill = add_refcount(disease->skill); |
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325 | } |
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326 | } |
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327 | else { /* for diseases which are passed by hitting, set owner and praying skill*/ |
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328 | if(disease->env && disease->env->type==PLAYER) { |
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329 | object *player = disease->env; |
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330 | |
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331 | set_owner(new_disease,player); |
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332 | /* the skill pointer for these diseases should already be set up - |
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333 | * hardcoding in 'praying' is not the right approach. |
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334 | */ |
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335 | } |
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336 | } |
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337 | |
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338 | insert_ob_in_ob(new_disease,victim); |
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339 | /* This appears to be a horrible case of overloading 'NO_PASS' |
337 | /* This appears to be a horrible case of overloading 'NO_PASS' |
340 | * for meaning in the diseases. |
338 | * for meaning in the diseases. |
341 | */ |
339 | */ |
342 | new_disease->move_block = 0; |
340 | new_disease->move_block = 0; |
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341 | |
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342 | // insert before setting the owner |
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343 | victim->head_ ()->insert (new_disease); |
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344 | |
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345 | if (disease->owner) |
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346 | new_disease->set_owner (disease->owner); |
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347 | else if (object *pl = disease->in_player ()) |
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348 | /* for diseases which are passed by hitting, set owner and skill */ |
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349 | new_disease->set_owner (pl); |
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350 | |
343 | if(new_disease->owner && new_disease->owner->type==PLAYER) { |
351 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
344 | char buf[128]; |
352 | { |
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353 | const char *buf; |
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354 | |
345 | /* if the disease has a title, it has a special infection message |
355 | /* if the disease has a title, it has a special infection message |
346 | * This messages is printed in the form MESSAGE victim |
356 | * This messages is printed in the form MESSAGE victim |
347 | */ |
357 | */ |
348 | if(new_disease->title) |
358 | if (new_disease->title) |
349 | sprintf(buf,"%s %s!!",disease->title,victim->name); |
359 | buf = format ("%s %s!!", &disease->title, &victim->name); |
350 | else |
360 | else |
351 | sprintf(buf,"You infect %s with your disease, %s!",victim->name,new_disease->name); |
361 | buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
352 | |
362 | |
353 | if(victim->type == PLAYER) |
363 | if (victim->type == PLAYER) |
354 | new_draw_info(NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
364 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
355 | else |
365 | else |
356 | new_draw_info(0, 4, new_disease->owner, buf); |
366 | new_draw_info (0, 4, new_disease->owner, buf); |
357 | } |
367 | } |
|
|
368 | |
358 | if(victim->type==PLAYER) |
369 | if (victim->type == PLAYER) |
359 | new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,"You suddenly feel ill."); |
370 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
360 | |
371 | |
361 | return 1; |
372 | return 1; |
362 | |
|
|
363 | } |
373 | } |
364 | |
|
|
365 | |
|
|
366 | |
374 | |
367 | /* this function monitors the symptoms caused by the disease (if any), |
375 | /* this function monitors the symptoms caused by the disease (if any), |
368 | causes symptoms, and modifies existing symptoms in the case of |
376 | causes symptoms, and modifies existing symptoms in the case of |
369 | existing diseases. */ |
377 | existing diseases. */ |
370 | |
378 | int |
371 | int do_symptoms(object *disease) { |
379 | do_symptoms (object *disease) |
|
|
380 | { |
372 | object *symptom; |
381 | object *symptom; |
373 | object *victim; |
382 | object *victim; |
374 | object *tmp; |
383 | object *tmp; |
|
|
384 | |
375 | victim = disease->env; |
385 | victim = disease->env; |
376 | |
386 | |
|
|
387 | if (!victim) |
|
|
388 | return 0; /* no-one to inflict symptoms on */ |
|
|
389 | |
377 | /* This is a quick hack - for whatever reason, disease->env will point |
390 | /* This is a quick hack - for whatever reason, disease->env will point |
378 | * back to disease, causing endless loops. Why this happens really needs |
391 | * back to disease, causing endless loops. Why this happens really needs |
379 | * to be found, but this should at least prevent the infinite loops. |
392 | * to be found, but this should at least prevent the infinite loops. |
380 | */ |
393 | */ |
|
|
394 | //TODO: should no longer be the case, monitor, and remove |
|
|
395 | if (victim == disease) |
|
|
396 | { |
|
|
397 | LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ()); |
|
|
398 | return 0; |
|
|
399 | } |
381 | |
400 | |
382 | if(victim == NULL || victim==disease) |
|
|
383 | return 0;/* no-one to inflict symptoms on */ |
|
|
384 | |
|
|
385 | symptom = find_symptom(disease); |
401 | symptom = find_symptom (disease); |
386 | if(symptom==NULL) { |
402 | if (!symptom) |
|
|
403 | { |
387 | /* no symptom? need to generate one! */ |
404 | /* no symptom? need to generate one! */ |
388 | object *new_symptom; |
|
|
389 | |
405 | |
390 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
406 | /* 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; |
407 | if (!is_susceptible_to_disease (victim, disease)) |
|
|
408 | return 0; |
392 | |
409 | |
393 | /* check for an actual immunity */ |
410 | /* check for an actual immunity */ |
394 | /* do an immunity check */ |
411 | /* do an immunity check */ |
395 | if(victim->head) tmp = victim->head->inv; |
412 | 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*/ |
413 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
400 | if(!strcmp(tmp->name,disease->name) && tmp->level >= disease->level) |
414 | if (tmp->name == disease->name && tmp->level >= disease->level) |
401 | return 0; /*Immune! */ |
415 | return 0; /* Immune! */ |
|
|
416 | |
|
|
417 | object *new_symptom = get_archetype ("symptom"); |
|
|
418 | |
|
|
419 | /* Something special done with dam. We want diseases to be more |
|
|
420 | * random in what they'll kill, so we'll make the damage they |
|
|
421 | * do random, note, this has a weird effect with progressive diseases. |
|
|
422 | */ |
|
|
423 | if (disease->stats.dam) |
|
|
424 | { |
|
|
425 | int dam = disease->stats.dam; |
|
|
426 | |
|
|
427 | /* reduce the damage, on average, 50%, and making things random. */ |
|
|
428 | |
|
|
429 | dam = random_roll (1, abs (dam), victim, PREFER_LOW); |
|
|
430 | if (disease->stats.dam < 0) |
|
|
431 | dam = -dam; |
|
|
432 | |
|
|
433 | new_symptom->stats.dam = dam; |
402 | } |
434 | } |
403 | |
|
|
404 | new_symptom = get_archetype(ARCH_SYMPTOM); |
|
|
405 | |
435 | |
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; |
436 | new_symptom->stats.maxsp = disease->stats.maxsp; |
|
|
437 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
|
|
438 | |
|
|
439 | new_symptom->name = new_symptom->name_pl = disease->name; |
|
|
440 | |
|
|
441 | new_symptom->level = disease->level; |
|
|
442 | new_symptom->speed = disease->speed; |
|
|
443 | new_symptom->value = 0; |
|
|
444 | |
|
|
445 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
446 | new_symptom->stats.stat (i) = disease->stats.stat (i); |
|
|
447 | |
|
|
448 | new_symptom->stats.sp = disease->stats.sp; |
|
|
449 | new_symptom->stats.food = disease->last_eat; |
|
|
450 | new_symptom->stats.maxsp = disease->stats.maxsp; |
439 | new_symptom->last_sp = disease->last_sp; |
451 | new_symptom->last_sp = disease->last_sp; |
440 | new_symptom->stats.exp = 0; |
452 | new_symptom->stats.exp = 0; |
441 | new_symptom->stats.hp = disease->stats.hp; |
453 | new_symptom->stats.hp = disease->stats.hp; |
442 | new_symptom->msg = add_string(disease->msg); |
454 | new_symptom->msg = disease->msg; |
443 | new_symptom->attacktype = disease->attacktype; |
455 | new_symptom->attacktype = disease->attacktype; |
444 | new_symptom->other_arch = disease->other_arch; |
456 | new_symptom->other_arch = disease->other_arch; |
445 | |
|
|
446 | set_owner(new_symptom,disease->owner); |
|
|
447 | if (new_symptom->skill != disease->skill) { |
457 | new_symptom->skill = disease->skill; |
448 | if (new_symptom->skill) free_string(new_symptom->skill); |
458 | |
449 | if (disease->skill) new_symptom->skill = add_refcount(disease->skill); |
|
|
450 | } |
|
|
451 | new_symptom->move_block=0; |
459 | new_symptom->move_block = 0; |
452 | insert_ob_in_ob(new_symptom,victim); |
460 | |
|
|
461 | victim->head_ ()->insert (new_symptom); |
|
|
462 | |
|
|
463 | // set owner last, as insert clears owner |
|
|
464 | new_symptom->set_owner (disease->owner); |
|
|
465 | |
453 | return 1; |
466 | return 1; |
454 | } |
467 | } |
455 | |
468 | |
456 | /* now deal with progressing diseases: we increase the debility |
469 | /* now deal with progressing diseases: we increase the debility |
457 | * caused by the symptoms. |
470 | * caused by the symptoms. |
458 | */ |
471 | */ |
459 | |
|
|
460 | if(disease->stats.ac!=0) { |
472 | if (disease->stats.ac) |
461 | float scale; |
473 | { |
|
|
474 | symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100); |
462 | |
475 | |
463 | symptom->value += disease->stats.ac; |
|
|
464 | scale = 1.0 + symptom->value/100.0; |
476 | float scale = 1.f + symptom->value / 100.f; |
|
|
477 | |
465 | /* now rescale all the debilities */ |
478 | /* now rescale all the debilities */ |
466 | symptom->stats.Str = (int) (scale*disease->stats.Str); |
479 | for (int i = 0; i < NUM_STATS; ++i) |
467 | symptom->stats.Dex = (int) (scale*disease->stats.Dex); |
480 | symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127); |
468 | symptom->stats.Con = (int) (scale*disease->stats.Con); |
481 | |
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); |
482 | 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); |
483 | symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); |
476 | symptom->stats.maxsp = (int) (scale*disease->stats.maxsp); |
484 | symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024); |
477 | symptom->last_sp = (int) (scale*disease->last_sp); |
485 | symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024); |
|
|
486 | symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024); |
478 | symptom->stats.exp = 0; |
487 | symptom->stats.exp = 0; |
479 | symptom->stats.hp = (int) (scale*disease->stats.hp); |
488 | symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0; |
480 | symptom->msg = add_string(disease->msg); |
489 | symptom->msg = disease->msg; |
481 | symptom->attacktype = disease->attacktype; |
490 | symptom->attacktype = disease->attacktype; |
482 | symptom->other_arch = disease->other_arch; |
491 | symptom->other_arch = disease->other_arch; |
483 | } |
492 | } |
|
|
493 | |
484 | SET_FLAG(symptom,FLAG_APPLIED); |
494 | SET_FLAG (symptom, FLAG_APPLIED); |
485 | fix_player(victim); |
495 | victim->update_stats (); |
|
|
496 | |
486 | return 1; |
497 | return 1; |
487 | } |
498 | } |
488 | |
|
|
489 | |
499 | |
490 | /* grants immunity to plagues we've seen before. */ |
500 | /* grants immunity to plagues we've seen before. */ |
|
|
501 | int |
491 | int grant_immunity(object *disease) { |
502 | grant_immunity (object *disease) |
|
|
503 | { |
492 | object * immunity; |
504 | object *immunity; |
493 | object *walk; |
505 | object *walk; |
|
|
506 | |
494 | /* Don't give immunity to this disease if last_heal is set. */ |
507 | /* Don't give immunity to this disease if last_heal is set. */ |
495 | if(disease->last_heal) return 0; |
508 | if (disease->last_heal) |
|
|
509 | return 0; |
|
|
510 | |
496 | /* first, search for an immunity of the same name */ |
511 | /* first, search for an immunity of the same name */ |
497 | for(walk=disease->env->inv;walk;walk=walk->below) { |
512 | for (walk = disease->env->inv; walk; walk = walk->below) |
498 | if(walk->type==98 && !strcmp(disease->name,walk->name)) { |
513 | if (walk->type == 98 && disease->name == walk->name) |
|
|
514 | { |
499 | walk->level = disease->level; |
515 | walk->level = disease->level; |
500 | return 1; /* just update the existing immunity. */ |
516 | return 1; /* just update the existing immunity. */ |
501 | } |
517 | } |
502 | } |
518 | |
503 | immunity = get_archetype("immunity"); |
519 | immunity = get_archetype ("immunity"); |
|
|
520 | |
504 | immunity->name = add_string(disease->name); |
521 | immunity->name = disease->name; |
505 | immunity->level = disease->level; |
522 | immunity->level = disease->level; |
506 | immunity->move_block = 0; |
523 | immunity->move_block = 0; |
|
|
524 | |
507 | insert_ob_in_ob(immunity,disease->env); |
525 | insert_ob_in_ob (immunity, disease->env); |
|
|
526 | |
508 | return 1; |
527 | return 1; |
509 | |
|
|
510 | } |
528 | } |
511 | |
|
|
512 | |
529 | |
513 | /* make the symptom do the nasty things it does */ |
530 | /* make the symptom do the nasty things it does */ |
514 | |
531 | int |
515 | int move_symptom(object *symptom) { |
532 | move_symptom (object *symptom) |
|
|
533 | { |
516 | object *victim = symptom->env; |
534 | object *victim = symptom->env; |
517 | object *new_ob; |
535 | object *new_ob; |
518 | int sp_reduce; |
536 | int sp_reduce; |
519 | |
537 | |
520 | if(victim == NULL || victim->map==NULL) { /* outside a monster/player, die immediately */ |
538 | if (!victim || !victim->map) |
521 | remove_ob(symptom); |
539 | { /* outside a monster/player, die immediately */ |
522 | free_object(symptom); |
540 | symptom->destroy (); |
523 | return 0; |
541 | return 0; |
524 | } |
542 | } |
525 | |
543 | |
|
|
544 | if (symptom->stats.dam > 0) |
526 | if(symptom->stats.dam > 0) hit_player(victim,symptom->stats.dam,symptom,symptom->attacktype,1); |
545 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
|
|
546 | else |
527 | else hit_player(victim,(int) MAX(1,-victim->stats.maxhp * symptom->stats.dam / 100.0),symptom,symptom->attacktype,1); |
547 | hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); |
528 | |
548 | |
529 | if(symptom->stats.maxsp>0) sp_reduce = symptom->stats.maxsp; |
549 | if (symptom->stats.maxsp > 0) |
|
|
550 | sp_reduce = symptom->stats.maxsp; |
|
|
551 | else |
530 | else sp_reduce = (int) MAX(1,victim->stats.maxsp * symptom->stats.maxsp/100.0); |
552 | sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); |
|
|
553 | |
531 | victim->stats.sp = MAX(0,victim->stats.sp - sp_reduce); |
554 | victim->stats.sp = max (0, victim->stats.sp - sp_reduce); |
532 | |
555 | |
533 | /* create the symptom "other arch" object and drop it here |
556 | /* create the symptom "other arch" object and drop it here |
534 | * under every part of the monster |
557 | * under every part of the monster |
535 | * The victim may well have died. |
558 | * The victim may well have died. |
536 | */ |
559 | */ |
|
|
560 | if (victim->map) |
|
|
561 | { |
|
|
562 | victim->play_sound (symptom->sound); |
537 | |
563 | |
538 | if(victim->map==NULL) return 0; |
|
|
539 | if(symptom->other_arch) { |
564 | if (symptom->other_arch) |
540 | object *tmp; |
565 | for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) |
541 | tmp=victim; |
566 | { |
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); |
567 | new_ob = arch_to_object (symptom->other_arch); |
545 | new_ob->x = tmp->x; |
568 | new_ob->x = tmp->x; |
546 | new_ob->y = tmp->y; |
569 | new_ob->y = tmp->y; |
547 | new_ob->map = victim->map; |
570 | new_ob->map = victim->map; |
548 | insert_ob_in_map(new_ob,victim->map,victim,0); |
571 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
549 | } |
572 | } |
550 | } |
573 | } |
|
|
574 | |
551 | new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,symptom->msg); |
575 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
552 | |
576 | |
553 | return 1; |
577 | return 1; |
554 | } |
578 | } |
555 | |
579 | |
556 | |
|
|
557 | /* possibly infect due to direct physical contact |
580 | /* possibly infect due to direct physical contact |
558 | i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
581 | * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
559 | |
582 | int |
560 | int check_physically_infect(object *victim, object *hitter) { |
583 | check_physically_infect (object *victim, object *hitter) |
561 | object *walk; |
584 | { |
562 | /* search for diseases, give every disease a chance to infect */ |
585 | /* search for diseases, give every disease a chance to infect */ |
563 | for(walk=hitter->inv;walk!=NULL;walk=walk->below) |
586 | for (object *disease = hitter->inv; disease; disease = disease->below) |
564 | if(walk->type==DISEASE) infect_object(victim,walk,0); |
587 | if (disease->type == DISEASE) |
|
|
588 | infect_object (victim, disease, 0); |
|
|
589 | |
565 | return 1; |
590 | return 1; |
566 | } |
591 | } |
567 | |
592 | |
568 | /* find a disease in someone*/ |
593 | // find a disease in someone |
|
|
594 | object * |
569 | object *find_disease(object *victim) { |
595 | find_disease (object *victim) |
570 | object *walk; |
596 | { |
571 | for(walk=victim->inv;walk;walk=walk->below) |
597 | for (object *disease = victim->inv; disease; disease = disease->below) |
572 | if(walk->type==DISEASE) return walk; |
598 | if (disease->type == DISEASE) |
|
|
599 | return disease; |
|
|
600 | |
573 | return NULL; |
601 | return 0; |
574 | } |
602 | } |
575 | |
603 | |
576 | /* do the cure disease stuff, from the spell "cure disease" */ |
604 | /* do the cure disease stuff, from the spell "cure disease" */ |
577 | |
605 | int |
578 | int cure_disease(object *sufferer,object *caster) { |
606 | cure_disease (object *sufferer, object *caster, object *spell) |
|
|
607 | { |
579 | object *disease, *next; |
608 | object *disease, *next; |
580 | int casting_level; |
|
|
581 | int cure=0; |
609 | int cure = 0; |
582 | |
610 | |
583 | if(caster) casting_level = caster->level; |
611 | int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */ |
584 | else casting_level = 1000; /* if null caster, CURE all. */ |
|
|
585 | |
612 | |
586 | for(disease=sufferer->inv;disease;disease=next) { |
613 | for (disease = sufferer->inv; disease; disease = next) |
|
|
614 | { |
587 | next=disease->below; |
615 | next = disease->below; |
588 | |
616 | |
589 | if(disease->type==DISEASE) { /* attempt to cure this disease */ |
617 | if (disease->type == DISEASE) |
|
|
618 | { /* attempt to cure this disease */ |
590 | /* If caster lvel is higher than disease level, cure chance |
619 | /* If caster level is higher than disease level, cure chance |
591 | * is automatic. If lower, then the chance is basically |
620 | * is automatic. If lower, then the chance is basically |
592 | * 1 in level_diff - if there is a 5 level difference, chance |
621 | * 1 in level_diff - if there is a 5 level difference, chance |
593 | * is 1 in 5. |
622 | * is 1 in 5. |
594 | */ |
623 | */ |
595 | if ((casting_level >= disease->level) || |
624 | 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), |
625 | { |
597 | caster, PREFER_LOW) ))) { |
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|
598 | |
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|
599 | remove_symptoms(disease); |
626 | remove_symptoms (disease); |
600 | remove_ob(disease); |
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|
601 | cure=1; |
627 | cure = 1; |
602 | if(caster) change_exp(caster,disease->stats.exp, |
628 | |
603 | caster->chosen_skill?caster->chosen_skill->skill:NULL, 0); |
629 | if (caster && spell) |
604 | free_object(disease); |
630 | change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY); |
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|
631 | |
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|
632 | disease->destroy (); |
605 | } |
633 | } |
606 | } |
634 | } |
607 | } |
635 | } |
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636 | |
608 | if (cure) { |
637 | if (cure) |
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|
638 | { |
609 | /* Only draw these messages once */ |
639 | /* Only draw these messages once */ |
610 | if (caster) |
640 | if (caster) |
611 | new_draw_info_format(NDI_UNIQUE,0,caster,"You cure a disease!"); |
641 | new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
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|
642 | |
612 | new_draw_info(NDI_UNIQUE,0,sufferer,"You no longer feel diseased."); |
643 | new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
613 | } |
644 | } |
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|
645 | |
614 | return 1; |
646 | return 1; |
615 | } |
647 | } |
616 | |
648 | |
617 | /* reduces disease progression: reduce_symptoms |
649 | /* reduces disease progression: reduce_symptoms |
618 | * return true if we actually reduce a disease. |
650 | * return true if we actually reduce a disease. |
619 | */ |
651 | */ |
620 | |
652 | int |
621 | int reduce_symptoms(object *sufferer, int reduction) { |
653 | reduce_symptoms (object *sufferer, int reduction) |
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|
654 | { |
622 | object *walk; |
655 | object *walk; |
623 | int success=0; |
656 | int success = 0; |
624 | |
657 | |
625 | for(walk=sufferer->inv;walk;walk=walk->below) { |
658 | for (walk = sufferer->inv; walk; walk = walk->below) |
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|
659 | { |
626 | if(walk->type==SYMPTOM) { |
660 | if (walk->type == SYMPTOM) |
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|
661 | { |
627 | if(walk->value > 0) { |
662 | if (walk->value > 0) |
|
|
663 | { |
628 | success=1; |
664 | success = 1; |
629 | walk->value = MAX(0,walk->value - 2*reduction); |
665 | walk->value = max (0, walk->value - 2 * reduction); |
630 | /* give the disease time to modify this symptom, |
666 | /* give the disease time to modify this symptom, |
631 | * and reduce its severity. */ |
667 | * and reduce its severity. */ |
632 | walk->speed_left = 0; |
668 | walk->speed_left = 0; |
633 | } |
669 | } |
634 | } |
670 | } |
635 | } |
671 | } |
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|
672 | |
636 | if (success) |
673 | if (success) |
637 | new_draw_info(NDI_UNIQUE,0,sufferer,"Your illness seems less severe."); |
674 | new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
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|
675 | |
638 | return success; |
676 | return success; |
639 | } |
677 | } |
640 | |
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|