1 | /* |
|
|
2 | * static char *rcsid_disease_c = |
|
|
3 | * "$Id: disease.C,v 1.2 2006/08/29 08:01:37 root Exp $"; |
|
|
4 | */ |
|
|
5 | /* |
1 | /* |
6 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
7 | |
3 | |
8 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
9 | Copyright (C) 1992 Frank Tore Johansen |
5 | Copyright (C) 1992 Frank Tore Johansen |
… | |
… | |
20 | |
16 | |
21 | You should have received a copy of the GNU General Public License |
17 | You should have received a copy of the GNU General Public License |
22 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
23 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
24 | |
20 | |
25 | The authors can be reached via e-mail to crossfire-devel@real-time.com |
21 | The authors can be reached via e-mail to <crossfire@schmorp.de> |
26 | */ |
22 | */ |
27 | |
23 | |
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*/ |
… | |
… | |
131 | |
127 | |
132 | #include <global.h> |
128 | #include <global.h> |
133 | #include <object.h> |
129 | #include <object.h> |
134 | #include <living.h> |
130 | #include <living.h> |
135 | #ifndef __CEXTRACT__ |
131 | #ifndef __CEXTRACT__ |
136 | #include <sproto.h> |
132 | # include <sproto.h> |
137 | #endif |
133 | #endif |
138 | #include <spells.h> |
134 | #include <spells.h> |
139 | #include <sounds.h> |
135 | #include <sounds.h> |
140 | #include <skills.h> |
136 | #include <skills.h> |
141 | |
137 | |
… | |
… | |
145 | inventory. They themselves do nothing, except modify Symptoms, or |
141 | inventory. They themselves do nothing, except modify Symptoms, or |
146 | spread to other live objects. Symptoms are what actually damage the player: |
142 | spread to other live objects. Symptoms are what actually damage the player: |
147 | these are their own object. */ |
143 | these are their own object. */ |
148 | |
144 | |
149 | /* check if victim is susceptible to disease. */ |
145 | /* check if victim is susceptible to disease. */ |
|
|
146 | static int |
150 | static int is_susceptible_to_disease(object *victim, object *disease) |
147 | is_susceptible_to_disease (object *victim, object *disease) |
151 | { |
148 | { |
152 | if(!QUERY_FLAG(victim,FLAG_ALIVE)) return 0; |
149 | 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; |
150 | return 0; |
165 | } |
|
|
166 | |
151 | |
|
|
152 | if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
|
|
153 | return 1; |
|
|
154 | |
|
|
155 | if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
|
|
156 | return 1; |
|
|
157 | |
|
|
158 | if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
|
|
159 | return 1; |
|
|
160 | |
|
|
161 | return 0; |
|
|
162 | } |
|
|
163 | |
|
|
164 | int |
167 | int move_disease(object *disease) { |
165 | move_disease (object *disease) |
|
|
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 == NULL) |
|
|
172 | { /* we're outside of someone */ |
173 | if ( disease->stats.maxhp > 0 ) disease->value--; |
173 | if (disease->stats.maxhp > 0) |
|
|
174 | disease->value--; |
|
|
175 | |
174 | if(disease->value==0) { |
176 | if (disease->value == 0) |
175 | remove_ob(disease); |
177 | { |
176 | free_object(disease); |
178 | disease->destroy (); |
177 | return 1; |
179 | return 1; |
178 | } |
180 | } |
179 | } else { |
181 | } |
|
|
182 | else |
|
|
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 foods denote "perpetual" diseases. */ |
182 | if(disease->stats.food>0) { |
186 | if (disease->stats.food > 0) |
|
|
187 | { |
183 | disease->stats.food--; |
188 | disease->stats.food--; |
|
|
189 | |
184 | if (disease->stats.food==0) { |
190 | if (disease->stats.food == 0) |
|
|
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); |
|
|
189 | return 1; |
195 | return 1; |
190 | } |
196 | } |
191 | } |
197 | } |
192 | } |
198 | } |
|
|
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 | |
|
|
217 | int |
210 | int remove_symptoms(object *disease) { |
218 | remove_symptoms (object *disease) |
|
|
219 | { |
211 | object *symptom, *victim=NULL; |
220 | object *symptom, *victim = NULL; |
212 | |
221 | |
213 | while ((symptom = find_symptom(disease)) != NULL) { |
222 | while ((symptom = find_symptom (disease)) != NULL) |
214 | if (!victim) victim=symptom->env; |
|
|
215 | remove_ob(symptom); |
|
|
216 | free_object(symptom); |
|
|
217 | } |
223 | { |
|
|
224 | if (!victim) |
|
|
225 | victim = symptom->env; |
|
|
226 | |
|
|
227 | symptom->destroy (); |
|
|
228 | } |
|
|
229 | |
|
|
230 | if (victim) |
218 | if(victim) fix_player(victim); |
231 | fix_player (victim); |
|
|
232 | return 0; |
|
|
233 | } |
|
|
234 | |
|
|
235 | /* argument is a disease */ |
|
|
236 | object * |
|
|
237 | find_symptom (object *disease) |
|
|
238 | { |
|
|
239 | object *walk; |
|
|
240 | |
|
|
241 | /* check the inventory for symptoms */ |
|
|
242 | for (walk = disease->env->inv; walk; walk = walk->below) |
|
|
243 | if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM) |
|
|
244 | return walk; |
|
|
245 | return NULL; |
|
|
246 | } |
|
|
247 | |
|
|
248 | /* searches around for more victims to infect */ |
|
|
249 | int |
|
|
250 | check_infection (object *disease) |
|
|
251 | { |
|
|
252 | int x, y, range, mflags; |
|
|
253 | maptile *map, *map2; |
|
|
254 | object *tmp; |
|
|
255 | |
|
|
256 | range = abs (disease->magic); |
|
|
257 | |
|
|
258 | if (disease->env) |
|
|
259 | { |
|
|
260 | x = disease->env->x; |
|
|
261 | y = disease->env->y; |
|
|
262 | map = disease->env->map; |
|
|
263 | } |
|
|
264 | else |
|
|
265 | { |
|
|
266 | x = disease->x; |
|
|
267 | y = disease->y; |
|
|
268 | map = disease->map; |
|
|
269 | } |
|
|
270 | |
|
|
271 | if (!map) |
219 | return 0; |
272 | return 0; |
220 | } |
|
|
221 | |
273 | |
222 | /* argument is a disease */ |
274 | for (int i = x - range; i <= x + range; i++) |
223 | object * find_symptom(object *disease) { |
275 | for (int j = y - range; j <= y + range; j++) |
224 | object *walk; |
276 | { |
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; |
277 | 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); |
278 | mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
|
|
279 | |
255 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) { |
280 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
256 | for(tmp=get_map_ob(map2,i2,j2);tmp;tmp=tmp->above) { |
281 | for (tmp = get_map_ob (map2, i2, j2); tmp; tmp = tmp->above) |
257 | infect_object(tmp,disease,0); |
282 | infect_object (tmp, disease, 0); |
258 | } |
|
|
259 | } |
|
|
260 | } |
283 | } |
261 | } |
284 | |
262 | return 1; |
285 | return 1; |
263 | } |
286 | } |
264 | |
287 | |
265 | |
288 | |
266 | /* check to see if an object is infectable: |
289 | /* check to see if an object is infectable: |
267 | * objects with immunity aren't infectable. |
290 | * objects with immunity aren't infectable. |
268 | * objects already infected aren't infectable. |
291 | * objects already infected aren't infectable. |
269 | * dead objects aren't infectable. |
292 | * dead objects aren't infectable. |
270 | * undead objects are infectible only if specifically named. |
293 | * undead objects are infectible only if specifically named. |
271 | */ |
294 | */ |
|
|
295 | int |
272 | int infect_object(object *victim, object *disease, int force) { |
296 | infect_object (object *victim, object *disease, int force) |
|
|
297 | { |
273 | object *tmp; |
298 | object *tmp; |
274 | object *new_disease; |
299 | object *new_disease; |
275 | |
300 | |
276 | /* don't infect inanimate objects */ |
301 | /* don't infect inanimate objects */ |
277 | if(!QUERY_FLAG(victim,FLAG_MONSTER) && !(victim->type==PLAYER)) return 0; |
302 | if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) |
|
|
303 | return 0; |
278 | |
304 | |
279 | /* check and see if victim can catch disease: diseases |
305 | /* check and see if victim can catch disease: diseases |
280 | * are specific |
306 | * are specific |
281 | */ |
307 | */ |
282 | if(!is_susceptible_to_disease(victim, disease)) return 0; |
308 | if (!is_susceptible_to_disease (victim, disease)) |
|
|
309 | return 0; |
283 | |
310 | |
284 | /* roll the dice on infection before doing the inventory check! */ |
311 | /* roll the dice on infection before doing the inventory check! */ |
285 | if(!force && (random_roll(0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
312 | if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
286 | return 0; |
313 | return 0; |
287 | |
314 | |
288 | /* do an immunity check */ |
315 | /* do an immunity check */ |
|
|
316 | if (victim->head) |
289 | if(victim->head) tmp = victim->head->inv; |
317 | tmp = victim->head->inv; |
|
|
318 | else |
290 | else tmp = victim->inv; |
319 | tmp = victim->inv; |
291 | |
320 | |
292 | /* There used to (IMO) be a flaw in the below - it used to be the case |
321 | /* 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 |
322 | * 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 |
323 | * 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 |
324 | * (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 |
325 | * they were cast in that same order. Instead, change it so that |
297 | * if you diseased, you can't get diseased more. |
326 | * if you diseased, you can't get diseased more. |
298 | */ |
327 | */ |
299 | |
328 | |
300 | for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { |
329 | for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) |
|
|
330 | { |
301 | if(tmp->type == SIGN && !strcmp(tmp->name,disease->name) && tmp->level >= disease->level) |
331 | if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) |
302 | return 0; /*Immune! */ |
332 | return 0; /*Immune! */ |
303 | else if (tmp->type==DISEASE && !strcmp(tmp->name,disease->name)) |
333 | else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) |
304 | return 0; /* already diseased */ |
334 | return 0; /* already diseased */ |
305 | } |
335 | } |
306 | |
336 | |
307 | /* If we've gotten this far, go ahead and infect the victim. */ |
337 | /* If we've gotten this far, go ahead and infect the victim. */ |
308 | new_disease = get_object(); |
338 | new_disease = object::create (); |
309 | copy_object(disease,new_disease); |
339 | disease->copy_to (new_disease); |
310 | new_disease->stats.food=disease->stats.maxgrace; |
340 | new_disease->stats.food = disease->stats.maxgrace; |
311 | new_disease->value=disease->stats.maxhp; |
341 | new_disease->value = disease->stats.maxhp; |
312 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
342 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
313 | |
343 | |
314 | /* Unfortunately, set_owner does the wrong thing to the skills pointers |
344 | /* Unfortunately, set_owner does the wrong thing to the skills pointers |
315 | * resulting in exp going into the owners *current* chosen skill. |
345 | * resulting in exp going into the owners *current* chosen skill. |
316 | */ |
346 | */ |
317 | |
347 | |
318 | if(get_owner(disease)) { |
348 | if (get_owner (disease)) |
|
|
349 | { |
319 | set_owner(new_disease,disease->owner); |
350 | set_owner (new_disease, disease->owner); |
320 | |
351 | |
321 | /* Only need to update skill if different */ |
352 | /* Only need to update skill if different */ |
322 | if (new_disease->skill != disease->skill) { |
353 | if (new_disease->skill != disease->skill) |
323 | if (new_disease->skill) free_string(new_disease->skill); |
354 | new_disease->skill = disease->skill; |
324 | if (disease->skill) new_disease->skill = add_refcount(disease->skill); |
|
|
325 | } |
|
|
326 | } |
355 | } |
|
|
356 | else |
327 | else { /* for diseases which are passed by hitting, set owner and praying skill*/ |
357 | { /* for diseases which are passed by hitting, set owner and praying skill */ |
328 | if(disease->env && disease->env->type==PLAYER) { |
358 | if (disease->env && disease->env->type == PLAYER) |
|
|
359 | { |
329 | object *player = disease->env; |
360 | object *player = disease->env; |
330 | |
361 | |
331 | set_owner(new_disease,player); |
362 | set_owner (new_disease, player); |
|
|
363 | |
332 | /* the skill pointer for these diseases should already be set up - |
364 | /* the skill pointer for these diseases should already be set up - |
333 | * hardcoding in 'praying' is not the right approach. |
365 | * hardcoding in 'praying' is not the right approach. |
334 | */ |
366 | */ |
335 | } |
367 | } |
336 | } |
368 | } |
337 | |
369 | |
338 | insert_ob_in_ob(new_disease,victim); |
370 | insert_ob_in_ob (new_disease, victim); |
339 | /* This appears to be a horrible case of overloading 'NO_PASS' |
371 | /* This appears to be a horrible case of overloading 'NO_PASS' |
340 | * for meaning in the diseases. |
372 | * for meaning in the diseases. |
341 | */ |
373 | */ |
342 | new_disease->move_block = 0; |
374 | new_disease->move_block = 0; |
343 | if(new_disease->owner && new_disease->owner->type==PLAYER) { |
375 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
|
|
376 | { |
344 | char buf[128]; |
377 | char buf[128]; |
|
|
378 | |
345 | /* if the disease has a title, it has a special infection message |
379 | /* if the disease has a title, it has a special infection message |
346 | * This messages is printed in the form MESSAGE victim |
380 | * This messages is printed in the form MESSAGE victim |
347 | */ |
381 | */ |
348 | if(new_disease->title) |
382 | if (new_disease->title) |
349 | sprintf(buf,"%s %s!!",disease->title,victim->name); |
383 | sprintf (buf, "%s %s!!", &disease->title, &victim->name); |
350 | else |
384 | else |
351 | sprintf(buf,"You infect %s with your disease, %s!",victim->name,new_disease->name); |
385 | sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
352 | |
386 | |
353 | if(victim->type == PLAYER) |
387 | if (victim->type == PLAYER) |
354 | new_draw_info(NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
388 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
355 | else |
389 | else |
356 | new_draw_info(0, 4, new_disease->owner, buf); |
390 | new_draw_info (0, 4, new_disease->owner, buf); |
357 | } |
391 | } |
358 | if(victim->type==PLAYER) |
392 | if (victim->type == PLAYER) |
359 | new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,"You suddenly feel ill."); |
393 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
360 | |
394 | |
361 | return 1; |
395 | return 1; |
362 | |
396 | |
363 | } |
397 | } |
364 | |
398 | |
365 | |
399 | |
366 | |
400 | |
367 | /* this function monitors the symptoms caused by the disease (if any), |
401 | /* this function monitors the symptoms caused by the disease (if any), |
368 | causes symptoms, and modifies existing symptoms in the case of |
402 | causes symptoms, and modifies existing symptoms in the case of |
369 | existing diseases. */ |
403 | existing diseases. */ |
370 | |
404 | |
|
|
405 | int |
371 | int do_symptoms(object *disease) { |
406 | do_symptoms (object *disease) |
|
|
407 | { |
372 | object *symptom; |
408 | object *symptom; |
373 | object *victim; |
409 | object *victim; |
374 | object *tmp; |
410 | object *tmp; |
|
|
411 | |
375 | victim = disease->env; |
412 | victim = disease->env; |
376 | |
413 | |
377 | /* This is a quick hack - for whatever reason, disease->env will point |
414 | /* This is a quick hack - for whatever reason, disease->env will point |
378 | * back to disease, causing endless loops. Why this happens really needs |
415 | * back to disease, causing endless loops. Why this happens really needs |
379 | * to be found, but this should at least prevent the infinite loops. |
416 | * to be found, but this should at least prevent the infinite loops. |
380 | */ |
417 | */ |
381 | |
418 | |
382 | if(victim == NULL || victim==disease) |
419 | if (victim == NULL || victim == disease) |
383 | return 0;/* no-one to inflict symptoms on */ |
420 | return 0; /* no-one to inflict symptoms on */ |
384 | |
421 | |
385 | symptom = find_symptom(disease); |
422 | symptom = find_symptom (disease); |
386 | if(symptom==NULL) { |
423 | if (symptom == NULL) |
|
|
424 | { |
387 | /* no symptom? need to generate one! */ |
425 | /* no symptom? need to generate one! */ |
388 | object *new_symptom; |
426 | object *new_symptom; |
389 | |
427 | |
390 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
428 | /* 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; |
429 | if (!is_susceptible_to_disease (victim, disease)) |
|
|
430 | return 0; |
392 | |
431 | |
393 | /* check for an actual immunity */ |
432 | /* check for an actual immunity */ |
394 | /* do an immunity check */ |
433 | /* do an immunity check */ |
|
|
434 | if (victim->head) |
395 | if(victim->head) tmp = victim->head->inv; |
435 | tmp = victim->head->inv; |
|
|
436 | else |
396 | else tmp = victim->inv; |
437 | tmp = victim->inv; |
397 | |
438 | |
398 | for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { |
439 | for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) |
|
|
440 | { |
399 | if(tmp->type == SIGN) /* possibly an immunity, or diseased*/ |
441 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
400 | if(!strcmp(tmp->name,disease->name) && tmp->level >= disease->level) |
442 | if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) |
401 | return 0; /*Immune! */ |
443 | return 0; /*Immune! */ |
402 | } |
444 | } |
403 | |
445 | |
404 | new_symptom = get_archetype(ARCH_SYMPTOM); |
446 | new_symptom = get_archetype (ARCH_SYMPTOM); |
405 | |
447 | |
406 | /* Something special done with dam. We want diseases to be more |
448 | /* 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 |
449 | * 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. |
450 | * do random, note, this has a weird effect with progressive diseases. |
409 | */ |
451 | */ |
410 | if(disease->stats.dam != 0) { |
452 | if (disease->stats.dam != 0) |
|
|
453 | { |
411 | int dam = disease->stats.dam; |
454 | int dam = disease->stats.dam; |
412 | |
455 | |
413 | /* reduce the damage, on average, 50%, and making things random. */ |
456 | /* reduce the damage, on average, 50%, and making things random. */ |
414 | |
457 | |
415 | dam = random_roll(1, FABS(dam), victim, PREFER_LOW); |
458 | dam = random_roll (1, FABS (dam), victim, PREFER_LOW); |
416 | if(disease->stats.dam < 0) dam = -dam; |
459 | if (disease->stats.dam < 0) |
|
|
460 | dam = -dam; |
417 | new_symptom->stats.dam = dam; |
461 | new_symptom->stats.dam = dam; |
418 | } |
462 | } |
419 | |
463 | |
420 | |
464 | |
421 | new_symptom->stats.maxsp = disease->stats.maxsp; |
465 | new_symptom->stats.maxsp = disease->stats.maxsp; |
422 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
466 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
423 | |
467 | |
424 | FREE_AND_COPY(new_symptom->name, disease->name); |
468 | new_symptom->name = new_symptom->name_pl = disease->name; |
425 | FREE_AND_COPY(new_symptom->name_pl, disease->name); |
469 | |
426 | new_symptom->level = disease->level; |
470 | new_symptom->level = disease->level; |
427 | new_symptom->speed = disease->speed; |
471 | new_symptom->speed = disease->speed; |
428 | new_symptom->value = 0; |
472 | new_symptom->value = 0; |
429 | new_symptom->stats.Str =disease->stats.Str; |
473 | new_symptom->stats.Str = disease->stats.Str; |
430 | new_symptom->stats.Dex = disease->stats.Dex; |
474 | new_symptom->stats.Dex = disease->stats.Dex; |
431 | new_symptom->stats.Con = disease->stats.Con; |
475 | new_symptom->stats.Con = disease->stats.Con; |
432 | new_symptom->stats.Wis = disease->stats.Wis; |
476 | new_symptom->stats.Wis = disease->stats.Wis; |
433 | new_symptom->stats.Int = disease->stats.Int; |
477 | new_symptom->stats.Int = disease->stats.Int; |
434 | new_symptom->stats.Pow = disease->stats.Pow; |
478 | new_symptom->stats.Pow = disease->stats.Pow; |
435 | new_symptom->stats.Cha = disease->stats.Cha; |
479 | new_symptom->stats.Cha = disease->stats.Cha; |
436 | new_symptom->stats.sp = disease->stats.sp; |
480 | new_symptom->stats.sp = disease->stats.sp; |
437 | new_symptom->stats.food =disease->last_eat; |
481 | new_symptom->stats.food = disease->last_eat; |
438 | new_symptom->stats.maxsp = disease->stats.maxsp; |
482 | new_symptom->stats.maxsp = disease->stats.maxsp; |
439 | new_symptom->last_sp = disease->last_sp; |
483 | new_symptom->last_sp = disease->last_sp; |
440 | new_symptom->stats.exp = 0; |
484 | new_symptom->stats.exp = 0; |
441 | new_symptom->stats.hp = disease->stats.hp; |
485 | new_symptom->stats.hp = disease->stats.hp; |
442 | new_symptom->msg = add_string(disease->msg); |
486 | new_symptom->msg = disease->msg; |
443 | new_symptom->attacktype = disease->attacktype; |
487 | new_symptom->attacktype = disease->attacktype; |
444 | new_symptom->other_arch = disease->other_arch; |
488 | new_symptom->other_arch = disease->other_arch; |
445 | |
489 | |
446 | set_owner(new_symptom,disease->owner); |
490 | set_owner (new_symptom, disease->owner); |
|
|
491 | |
447 | if (new_symptom->skill != disease->skill) { |
492 | if (new_symptom->skill != disease->skill) |
448 | if (new_symptom->skill) free_string(new_symptom->skill); |
493 | new_symptom->skill = disease->skill; |
449 | if (disease->skill) new_symptom->skill = add_refcount(disease->skill); |
494 | |
450 | } |
|
|
451 | new_symptom->move_block=0; |
495 | new_symptom->move_block = 0; |
452 | insert_ob_in_ob(new_symptom,victim); |
496 | insert_ob_in_ob (new_symptom, victim); |
453 | return 1; |
497 | return 1; |
454 | } |
498 | } |
455 | |
499 | |
456 | /* now deal with progressing diseases: we increase the debility |
500 | /* now deal with progressing diseases: we increase the debility |
457 | * caused by the symptoms. |
501 | * caused by the symptoms. |
458 | */ |
502 | */ |
459 | |
503 | |
460 | if(disease->stats.ac!=0) { |
504 | if (disease->stats.ac != 0) |
|
|
505 | { |
461 | float scale; |
506 | float scale; |
462 | |
507 | |
463 | symptom->value += disease->stats.ac; |
508 | symptom->value += disease->stats.ac; |
464 | scale = 1.0 + symptom->value/100.0; |
509 | scale = 1.0 + symptom->value / 100.0; |
465 | /* now rescale all the debilities */ |
510 | /* now rescale all the debilities */ |
466 | symptom->stats.Str = (int) (scale*disease->stats.Str); |
511 | symptom->stats.Str = (int) (scale * disease->stats.Str); |
467 | symptom->stats.Dex = (int) (scale*disease->stats.Dex); |
512 | symptom->stats.Dex = (int) (scale * disease->stats.Dex); |
468 | symptom->stats.Con = (int) (scale*disease->stats.Con); |
513 | symptom->stats.Con = (int) (scale * disease->stats.Con); |
469 | symptom->stats.Wis = (int) (scale*disease->stats.Wis); |
514 | symptom->stats.Wis = (int) (scale * disease->stats.Wis); |
470 | symptom->stats.Int = (int) (scale*disease->stats.Int); |
515 | symptom->stats.Int = (int) (scale * disease->stats.Int); |
471 | symptom->stats.Pow = (int) (scale*disease->stats.Pow); |
516 | symptom->stats.Pow = (int) (scale * disease->stats.Pow); |
472 | symptom->stats.Cha = (int) (scale*disease->stats.Cha); |
517 | symptom->stats.Cha = (int) (scale * disease->stats.Cha); |
473 | symptom->stats.dam = (int) (scale*disease->stats.dam); |
518 | symptom->stats.dam = (int) (scale * disease->stats.dam); |
474 | symptom->stats.sp = (int) (scale*disease->stats.sp); |
519 | symptom->stats.sp = (int) (scale * disease->stats.sp); |
475 | symptom->stats.food = (int) (scale*disease->last_eat); |
520 | symptom->stats.food = (int) (scale * disease->last_eat); |
476 | symptom->stats.maxsp = (int) (scale*disease->stats.maxsp); |
521 | symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); |
477 | symptom->last_sp = (int) (scale*disease->last_sp); |
522 | symptom->last_sp = (int) (scale * disease->last_sp); |
478 | symptom->stats.exp = 0; |
523 | symptom->stats.exp = 0; |
479 | symptom->stats.hp = (int) (scale*disease->stats.hp); |
524 | symptom->stats.hp = (int) (scale * disease->stats.hp); |
480 | symptom->msg = add_string(disease->msg); |
525 | symptom->msg = disease->msg; |
481 | symptom->attacktype = disease->attacktype; |
526 | symptom->attacktype = disease->attacktype; |
482 | symptom->other_arch = disease->other_arch; |
527 | symptom->other_arch = disease->other_arch; |
483 | } |
528 | } |
484 | SET_FLAG(symptom,FLAG_APPLIED); |
529 | SET_FLAG (symptom, FLAG_APPLIED); |
485 | fix_player(victim); |
530 | fix_player (victim); |
486 | return 1; |
531 | return 1; |
487 | } |
532 | } |
488 | |
533 | |
489 | |
534 | |
490 | /* grants immunity to plagues we've seen before. */ |
535 | /* grants immunity to plagues we've seen before. */ |
|
|
536 | int |
491 | int grant_immunity(object *disease) { |
537 | grant_immunity (object *disease) |
|
|
538 | { |
492 | object * immunity; |
539 | object *immunity; |
493 | object *walk; |
540 | object *walk; |
|
|
541 | |
494 | /* Don't give immunity to this disease if last_heal is set. */ |
542 | /* Don't give immunity to this disease if last_heal is set. */ |
495 | if(disease->last_heal) return 0; |
543 | if (disease->last_heal) |
|
|
544 | return 0; |
496 | /* first, search for an immunity of the same name */ |
545 | /* first, search for an immunity of the same name */ |
497 | for(walk=disease->env->inv;walk;walk=walk->below) { |
546 | for (walk = disease->env->inv; walk; walk = walk->below) |
|
|
547 | { |
498 | if(walk->type==98 && !strcmp(disease->name,walk->name)) { |
548 | if (walk->type == 98 && !strcmp (disease->name, walk->name)) |
|
|
549 | { |
499 | walk->level = disease->level; |
550 | walk->level = disease->level; |
500 | return 1; /* just update the existing immunity. */ |
551 | return 1; /* just update the existing immunity. */ |
501 | } |
552 | } |
502 | } |
553 | } |
503 | immunity = get_archetype("immunity"); |
554 | immunity = get_archetype ("immunity"); |
504 | immunity->name = add_string(disease->name); |
555 | immunity->name = disease->name; |
505 | immunity->level = disease->level; |
556 | immunity->level = disease->level; |
506 | immunity->move_block = 0; |
557 | immunity->move_block = 0; |
507 | insert_ob_in_ob(immunity,disease->env); |
558 | insert_ob_in_ob (immunity, disease->env); |
508 | return 1; |
559 | return 1; |
509 | |
560 | |
510 | } |
561 | } |
511 | |
562 | |
512 | |
563 | |
513 | /* make the symptom do the nasty things it does */ |
564 | /* make the symptom do the nasty things it does */ |
514 | |
565 | |
|
|
566 | int |
515 | int move_symptom(object *symptom) { |
567 | move_symptom (object *symptom) |
|
|
568 | { |
516 | object *victim = symptom->env; |
569 | object *victim = symptom->env; |
517 | object *new_ob; |
570 | object *new_ob; |
518 | int sp_reduce; |
571 | int sp_reduce; |
519 | |
572 | |
520 | if(victim == NULL || victim->map==NULL) { /* outside a monster/player, die immediately */ |
573 | if (victim == NULL || victim->map == NULL) |
521 | remove_ob(symptom); |
574 | { /* outside a monster/player, die immediately */ |
522 | free_object(symptom); |
575 | symptom->destroy (); |
523 | return 0; |
576 | return 0; |
524 | } |
577 | } |
525 | |
578 | |
|
|
579 | if (symptom->stats.dam > 0) |
526 | if(symptom->stats.dam > 0) hit_player(victim,symptom->stats.dam,symptom,symptom->attacktype,1); |
580 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
|
|
581 | else |
527 | else hit_player(victim,(int) MAX(1,-victim->stats.maxhp * symptom->stats.dam / 100.0),symptom,symptom->attacktype,1); |
582 | hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); |
528 | |
583 | |
529 | if(symptom->stats.maxsp>0) sp_reduce = symptom->stats.maxsp; |
584 | if (symptom->stats.maxsp > 0) |
|
|
585 | sp_reduce = symptom->stats.maxsp; |
|
|
586 | else |
530 | else sp_reduce = (int) MAX(1,victim->stats.maxsp * symptom->stats.maxsp/100.0); |
587 | sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); |
531 | victim->stats.sp = MAX(0,victim->stats.sp - sp_reduce); |
588 | victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); |
532 | |
589 | |
533 | /* create the symptom "other arch" object and drop it here |
590 | /* create the symptom "other arch" object and drop it here |
534 | * under every part of the monster |
591 | * under every part of the monster |
535 | * The victim may well have died. |
592 | * The victim may well have died. |
536 | */ |
593 | */ |
537 | |
594 | |
538 | if(victim->map==NULL) return 0; |
595 | if (victim->map == NULL) |
|
|
596 | return 0; |
539 | if(symptom->other_arch) { |
597 | if (symptom->other_arch) |
|
|
598 | { |
540 | object *tmp; |
599 | object *tmp; |
|
|
600 | |
541 | tmp=victim; |
601 | tmp = victim; |
542 | if(tmp->head!=NULL) tmp=tmp->head; |
602 | if (tmp->head != NULL) |
|
|
603 | tmp = tmp->head; |
543 | for(/*tmp initialized above */;tmp!=NULL;tmp=tmp->more) { |
604 | for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more) |
|
|
605 | { |
544 | new_ob = arch_to_object(symptom->other_arch); |
606 | new_ob = arch_to_object (symptom->other_arch); |
545 | new_ob->x = tmp->x; |
607 | new_ob->x = tmp->x; |
546 | new_ob->y = tmp->y; |
608 | new_ob->y = tmp->y; |
547 | new_ob->map = victim->map; |
609 | new_ob->map = victim->map; |
548 | insert_ob_in_map(new_ob,victim->map,victim,0); |
610 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
549 | } |
611 | } |
550 | } |
612 | } |
551 | new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,symptom->msg); |
613 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
552 | |
614 | |
553 | return 1; |
615 | return 1; |
554 | } |
616 | } |
555 | |
617 | |
556 | |
618 | |
557 | /* possibly infect due to direct physical contact |
619 | /* possibly infect due to direct physical contact |
558 | i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
620 | i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
559 | |
621 | |
|
|
622 | int |
560 | int check_physically_infect(object *victim, object *hitter) { |
623 | check_physically_infect (object *victim, object *hitter) |
|
|
624 | { |
561 | object *walk; |
625 | object *walk; |
|
|
626 | |
562 | /* search for diseases, give every disease a chance to infect */ |
627 | /* search for diseases, give every disease a chance to infect */ |
563 | for(walk=hitter->inv;walk!=NULL;walk=walk->below) |
628 | for (walk = hitter->inv; walk != NULL; walk = walk->below) |
564 | if(walk->type==DISEASE) infect_object(victim,walk,0); |
629 | if (walk->type == DISEASE) |
|
|
630 | infect_object (victim, walk, 0); |
565 | return 1; |
631 | return 1; |
566 | } |
632 | } |
567 | |
633 | |
568 | /* find a disease in someone*/ |
634 | /* find a disease in someone*/ |
|
|
635 | object * |
569 | object *find_disease(object *victim) { |
636 | find_disease (object *victim) |
|
|
637 | { |
570 | object *walk; |
638 | object *walk; |
|
|
639 | |
571 | for(walk=victim->inv;walk;walk=walk->below) |
640 | for (walk = victim->inv; walk; walk = walk->below) |
572 | if(walk->type==DISEASE) return walk; |
641 | if (walk->type == DISEASE) |
|
|
642 | return walk; |
573 | return NULL; |
643 | return NULL; |
574 | } |
644 | } |
575 | |
645 | |
576 | /* do the cure disease stuff, from the spell "cure disease" */ |
646 | /* do the cure disease stuff, from the spell "cure disease" */ |
577 | |
647 | |
|
|
648 | int |
578 | int cure_disease(object *sufferer,object *caster) { |
649 | cure_disease (object *sufferer, object *caster) |
|
|
650 | { |
579 | object *disease, *next; |
651 | object *disease, *next; |
580 | int casting_level; |
652 | int casting_level; |
581 | int cure=0; |
653 | int cure = 0; |
582 | |
654 | |
|
|
655 | if (caster) |
583 | if(caster) casting_level = caster->level; |
656 | casting_level = caster->level; |
|
|
657 | else |
584 | else casting_level = 1000; /* if null caster, CURE all. */ |
658 | casting_level = 1000; /* if null caster, CURE all. */ |
585 | |
659 | |
586 | for(disease=sufferer->inv;disease;disease=next) { |
660 | for (disease = sufferer->inv; disease; disease = next) |
|
|
661 | { |
587 | next=disease->below; |
662 | next = disease->below; |
588 | |
663 | |
589 | if(disease->type==DISEASE) { /* attempt to cure this disease */ |
664 | if (disease->type == DISEASE) |
|
|
665 | { /* attempt to cure this disease */ |
590 | /* If caster lvel is higher than disease level, cure chance |
666 | /* If caster lvel is higher than disease level, cure chance |
591 | * is automatic. If lower, then the chance is basically |
667 | * is automatic. If lower, then the chance is basically |
592 | * 1 in level_diff - if there is a 5 level difference, chance |
668 | * 1 in level_diff - if there is a 5 level difference, chance |
593 | * is 1 in 5. |
669 | * is 1 in 5. |
594 | */ |
670 | */ |
595 | if ((casting_level >= disease->level) || |
671 | 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), |
672 | { |
597 | caster, PREFER_LOW) ))) { |
|
|
598 | |
673 | |
599 | remove_symptoms(disease); |
674 | remove_symptoms (disease); |
600 | remove_ob(disease); |
|
|
601 | cure=1; |
675 | cure = 1; |
602 | if(caster) change_exp(caster,disease->stats.exp, |
676 | |
603 | caster->chosen_skill?caster->chosen_skill->skill:NULL, 0); |
677 | if (caster) |
604 | free_object(disease); |
678 | change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); |
|
|
679 | |
|
|
680 | disease->destroy (); |
605 | } |
681 | } |
606 | } |
682 | } |
607 | } |
683 | } |
608 | if (cure) { |
684 | if (cure) |
|
|
685 | { |
609 | /* Only draw these messages once */ |
686 | /* Only draw these messages once */ |
610 | if (caster) |
687 | if (caster) |
611 | new_draw_info_format(NDI_UNIQUE,0,caster,"You cure a disease!"); |
688 | new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
612 | new_draw_info(NDI_UNIQUE,0,sufferer,"You no longer feel diseased."); |
689 | new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
613 | } |
690 | } |
614 | return 1; |
691 | return 1; |
615 | } |
692 | } |
616 | |
693 | |
617 | /* reduces disease progression: reduce_symptoms |
694 | /* reduces disease progression: reduce_symptoms |
618 | * return true if we actually reduce a disease. |
695 | * return true if we actually reduce a disease. |
619 | */ |
696 | */ |
620 | |
697 | |
|
|
698 | int |
621 | int reduce_symptoms(object *sufferer, int reduction) { |
699 | reduce_symptoms (object *sufferer, int reduction) |
|
|
700 | { |
622 | object *walk; |
701 | object *walk; |
623 | int success=0; |
702 | int success = 0; |
624 | |
703 | |
625 | for(walk=sufferer->inv;walk;walk=walk->below) { |
704 | for (walk = sufferer->inv; walk; walk = walk->below) |
|
|
705 | { |
626 | if(walk->type==SYMPTOM) { |
706 | if (walk->type == SYMPTOM) |
|
|
707 | { |
627 | if(walk->value > 0) { |
708 | if (walk->value > 0) |
|
|
709 | { |
628 | success=1; |
710 | success = 1; |
629 | walk->value = MAX(0,walk->value - 2*reduction); |
711 | walk->value = MAX (0, walk->value - 2 * reduction); |
630 | /* give the disease time to modify this symptom, |
712 | /* give the disease time to modify this symptom, |
631 | * and reduce its severity. */ |
713 | * and reduce its severity. */ |
632 | walk->speed_left = 0; |
714 | walk->speed_left = 0; |
633 | } |
715 | } |
634 | } |
716 | } |
635 | } |
717 | } |
636 | if (success) |
718 | if (success) |
637 | new_draw_info(NDI_UNIQUE,0,sufferer,"Your illness seems less severe."); |
719 | new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
638 | return success; |
720 | return success; |
639 | } |
721 | } |
640 | |
|
|