1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* This file contains all the code implementing diseases, |
24 | /* This file contains all the code implementing diseases, |
26 | * except for odds and ends in attack.c and in |
25 | * except for odds and ends in attack.c and in |
… | |
… | |
148 | return 0; |
147 | return 0; |
149 | |
148 | |
150 | if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
149 | if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
151 | return 1; |
150 | return 1; |
152 | |
151 | |
153 | if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
152 | if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
154 | return 1; |
153 | return 1; |
155 | |
154 | |
156 | if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
155 | if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
157 | return 1; |
156 | return 1; |
158 | |
157 | |
… | |
… | |
164 | { |
163 | { |
165 | /* first task is to determine if the disease is inside or outside of someone. |
164 | /* first task is to determine if the disease is inside or outside of someone. |
166 | * If outside, we decrement 'value' until we're gone. |
165 | * If outside, we decrement 'value' until we're gone. |
167 | */ |
166 | */ |
168 | |
167 | |
169 | if (disease->env == NULL) |
168 | if (!disease->env) |
170 | { /* we're outside of someone */ |
169 | { /* we're outside of someone */ |
171 | if (disease->stats.maxhp > 0) |
170 | if (disease->stats.maxhp > 0) |
172 | disease->value--; |
171 | disease->value--; |
173 | |
172 | |
174 | if (disease->value == 0) |
173 | if (!disease->value) |
175 | { |
174 | { |
176 | disease->destroy (); |
175 | disease->destroy (); |
177 | return 1; |
176 | return 1; |
178 | } |
177 | } |
179 | } |
178 | } |
180 | else |
179 | else |
181 | { |
180 | { |
182 | /* if we're inside a person, have the disease run its course */ |
181 | /* if we're inside a person, have the disease run its course */ |
183 | /* negative foods denote "perpetual" diseases. */ |
182 | /* negative/zero food denotes "perpetual" diseases. */ |
184 | if (disease->stats.food > 0) |
183 | if (disease->stats.food > 0) |
185 | { |
184 | { |
186 | disease->stats.food--; |
185 | disease->stats.food--; |
187 | |
186 | |
188 | if (disease->stats.food == 0) |
187 | if (!disease->stats.food) |
189 | { |
188 | { |
190 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
189 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
191 | grant_immunity (disease); |
190 | grant_immunity (disease); |
192 | disease->destroy (); |
191 | disease->destroy (); |
193 | return 1; |
192 | return 1; |
… | |
… | |
225 | symptom->destroy (); |
224 | symptom->destroy (); |
226 | } |
225 | } |
227 | |
226 | |
228 | if (victim) |
227 | if (victim) |
229 | victim->update_stats (); |
228 | victim->update_stats (); |
|
|
229 | |
230 | return 0; |
230 | return 0; |
231 | } |
231 | } |
232 | |
232 | |
233 | /* argument is a disease */ |
233 | /* argument is a disease */ |
234 | object * |
234 | object * |
… | |
… | |
238 | |
238 | |
239 | /* check the inventory for symptoms */ |
239 | /* check the inventory for symptoms */ |
240 | for (walk = disease->env->inv; walk; walk = walk->below) |
240 | for (walk = disease->env->inv; walk; walk = walk->below) |
241 | if (walk->name == disease->name && walk->type == SYMPTOM) |
241 | if (walk->name == disease->name && walk->type == SYMPTOM) |
242 | return walk; |
242 | return walk; |
|
|
243 | |
243 | return NULL; |
244 | return NULL; |
244 | } |
245 | } |
245 | |
246 | |
246 | /* searches around for more victims to infect */ |
247 | /* searches around for more victims to infect */ |
247 | int |
248 | int |
… | |
… | |
362 | * hardcoding in 'praying' is not the right approach. |
363 | * hardcoding in 'praying' is not the right approach. |
363 | */ |
364 | */ |
364 | } |
365 | } |
365 | } |
366 | } |
366 | |
367 | |
367 | insert_ob_in_ob (new_disease, victim); |
368 | insert_ob_in_ob (new_disease, victim->head_ ()); |
368 | /* This appears to be a horrible case of overloading 'NO_PASS' |
369 | /* This appears to be a horrible case of overloading 'NO_PASS' |
369 | * for meaning in the diseases. |
370 | * for meaning in the diseases. |
370 | */ |
371 | */ |
371 | new_disease->move_block = 0; |
372 | new_disease->move_block = 0; |
372 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
373 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
… | |
… | |
384 | if (victim->type == PLAYER) |
385 | if (victim->type == PLAYER) |
385 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
386 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
386 | else |
387 | else |
387 | new_draw_info (0, 4, new_disease->owner, buf); |
388 | new_draw_info (0, 4, new_disease->owner, buf); |
388 | } |
389 | } |
|
|
390 | |
389 | if (victim->type == PLAYER) |
391 | if (victim->type == PLAYER) |
390 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
392 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
391 | |
393 | |
392 | return 1; |
394 | return 1; |
393 | |
395 | |
394 | } |
396 | } |
395 | |
|
|
396 | |
|
|
397 | |
397 | |
398 | /* this function monitors the symptoms caused by the disease (if any), |
398 | /* this function monitors the symptoms caused by the disease (if any), |
399 | causes symptoms, and modifies existing symptoms in the case of |
399 | causes symptoms, and modifies existing symptoms in the case of |
400 | existing diseases. */ |
400 | existing diseases. */ |
401 | |
|
|
402 | int |
401 | int |
403 | do_symptoms (object *disease) |
402 | do_symptoms (object *disease) |
404 | { |
403 | { |
405 | object *symptom; |
404 | object *symptom; |
406 | object *victim; |
405 | object *victim; |
407 | object *tmp; |
406 | object *tmp; |
408 | |
407 | |
409 | victim = disease->env; |
408 | victim = disease->env; |
|
|
409 | |
|
|
410 | if (!victim) |
|
|
411 | return 0; /* no-one to inflict symptoms on */ |
410 | |
412 | |
411 | /* This is a quick hack - for whatever reason, disease->env will point |
413 | /* This is a quick hack - for whatever reason, disease->env will point |
412 | * back to disease, causing endless loops. Why this happens really needs |
414 | * back to disease, causing endless loops. Why this happens really needs |
413 | * to be found, but this should at least prevent the infinite loops. |
415 | * to be found, but this should at least prevent the infinite loops. |
414 | */ |
416 | */ |
415 | |
417 | //TODO: should no longer be the case, monitor, and remove |
416 | if (victim == NULL || victim == disease) |
418 | if (victim == disease) |
417 | return 0; /* no-one to inflict symptoms on */ |
419 | { |
|
|
420 | LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ()); |
|
|
421 | return 0; |
|
|
422 | } |
418 | |
423 | |
419 | symptom = find_symptom (disease); |
424 | symptom = find_symptom (disease); |
420 | if (symptom == NULL) |
425 | if (!symptom) |
421 | { |
426 | { |
422 | /* no symptom? need to generate one! */ |
427 | /* no symptom? need to generate one! */ |
423 | object *new_symptom; |
428 | object *new_symptom; |
424 | |
429 | |
425 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
430 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
… | |
… | |
432 | tmp = victim->head->inv; |
437 | tmp = victim->head->inv; |
433 | else |
438 | else |
434 | tmp = victim->inv; |
439 | tmp = victim->inv; |
435 | |
440 | |
436 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
441 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
437 | { |
|
|
438 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
442 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
439 | if (tmp->name == disease->name && tmp->level >= disease->level) |
443 | if (tmp->name == disease->name && tmp->level >= disease->level) |
440 | return 0; /*Immune! */ |
444 | return 0; /*Immune! */ |
441 | } |
|
|
442 | |
445 | |
443 | new_symptom = get_archetype (ARCH_SYMPTOM); |
446 | new_symptom = get_archetype ("symptom"); |
444 | |
447 | |
445 | /* Something special done with dam. We want diseases to be more |
448 | /* Something special done with dam. We want diseases to be more |
446 | * 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 |
447 | * do random, note, this has a weird effect with progressive diseases. |
450 | * do random, note, this has a weird effect with progressive diseases. |
448 | */ |
451 | */ |
… | |
… | |
453 | /* reduce the damage, on average, 50%, and making things random. */ |
456 | /* reduce the damage, on average, 50%, and making things random. */ |
454 | |
457 | |
455 | dam = random_roll (1, abs (dam), victim, PREFER_LOW); |
458 | dam = random_roll (1, abs (dam), victim, PREFER_LOW); |
456 | if (disease->stats.dam < 0) |
459 | if (disease->stats.dam < 0) |
457 | dam = -dam; |
460 | dam = -dam; |
|
|
461 | |
458 | new_symptom->stats.dam = dam; |
462 | new_symptom->stats.dam = dam; |
459 | } |
463 | } |
460 | |
464 | |
461 | |
|
|
462 | new_symptom->stats.maxsp = disease->stats.maxsp; |
465 | new_symptom->stats.maxsp = disease->stats.maxsp; |
463 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
466 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
464 | |
467 | |
465 | new_symptom->name = new_symptom->name_pl = disease->name; |
468 | new_symptom->name = new_symptom->name_pl = disease->name; |
466 | |
469 | |
467 | new_symptom->level = disease->level; |
470 | new_symptom->level = disease->level; |
468 | new_symptom->speed = disease->speed; |
471 | new_symptom->speed = disease->speed; |
469 | new_symptom->value = 0; |
472 | new_symptom->value = 0; |
470 | |
473 | |
471 | for (int i = 0; i < NUM_STATS; ++i) |
474 | for (int i = 0; i < NUM_STATS; ++i) |
472 | new_symptom->stats.stat (i) = disease->stats.stat (i); |
475 | new_symptom->stats.stat (i) = disease->stats.stat (i); |
473 | |
476 | |
474 | new_symptom->stats.sp = disease->stats.sp; |
477 | new_symptom->stats.sp = disease->stats.sp; |
475 | new_symptom->stats.food = disease->last_eat; |
478 | new_symptom->stats.food = disease->last_eat; |
476 | new_symptom->stats.maxsp = disease->stats.maxsp; |
479 | new_symptom->stats.maxsp = disease->stats.maxsp; |
477 | new_symptom->last_sp = disease->last_sp; |
480 | new_symptom->last_sp = disease->last_sp; |
478 | new_symptom->stats.exp = 0; |
481 | new_symptom->stats.exp = 0; |
479 | new_symptom->stats.hp = disease->stats.hp; |
482 | new_symptom->stats.hp = disease->stats.hp; |
480 | new_symptom->msg = disease->msg; |
483 | new_symptom->msg = disease->msg; |
481 | new_symptom->attacktype = disease->attacktype; |
484 | new_symptom->attacktype = disease->attacktype; |
482 | new_symptom->other_arch = disease->other_arch; |
485 | new_symptom->other_arch = disease->other_arch; |
483 | |
486 | |
484 | new_symptom->set_owner (disease->owner); |
487 | new_symptom->set_owner (disease->owner); |
485 | |
488 | |
486 | if (new_symptom->skill != disease->skill) |
489 | if (new_symptom->skill != disease->skill) |
487 | new_symptom->skill = disease->skill; |
490 | new_symptom->skill = disease->skill; |
… | |
… | |
492 | } |
495 | } |
493 | |
496 | |
494 | /* now deal with progressing diseases: we increase the debility |
497 | /* now deal with progressing diseases: we increase the debility |
495 | * caused by the symptoms. |
498 | * caused by the symptoms. |
496 | */ |
499 | */ |
497 | if (disease->stats.ac != 0) |
500 | if (disease->stats.ac) |
498 | { |
501 | { |
499 | symptom->value += disease->stats.ac; |
502 | symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100); |
500 | |
503 | |
501 | float scale = 1.f + symptom->value / 100.f; |
504 | float scale = 1.f + symptom->value / 100.f; |
502 | |
505 | |
503 | /* now rescale all the debilities */ |
506 | /* now rescale all the debilities */ |
504 | for (int i = 0; i < NUM_STATS; ++i) |
507 | for (int i = 0; i < NUM_STATS; ++i) |
505 | symptom->stats.stat (i) = scale * disease->stats.stat (i); |
508 | symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127); |
506 | |
509 | |
507 | symptom->stats.dam = scale * disease->stats.dam; |
510 | symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024); |
508 | symptom->stats.sp = scale * disease->stats.sp; |
|
|
509 | symptom->stats.food = scale * disease->last_eat; |
511 | symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); |
510 | symptom->stats.maxsp = scale * disease->stats.maxsp; |
512 | symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024); |
511 | symptom->last_sp = scale * disease->last_sp; |
513 | symptom->last_sp = clamp (scale * disease->last_sp , -1024, 1024); |
|
|
514 | symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024); |
|
|
515 | symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024); |
512 | symptom->stats.exp = 0; |
516 | symptom->stats.exp = 0; |
513 | symptom->stats.hp = scale * disease->stats.hp; |
|
|
514 | |
517 | |
515 | symptom->msg = disease->msg; |
518 | symptom->msg = disease->msg; |
516 | symptom->attacktype = disease->attacktype; |
519 | symptom->attacktype = disease->attacktype; |
517 | symptom->other_arch = disease->other_arch; |
520 | symptom->other_arch = disease->other_arch; |
518 | } |
521 | } |
519 | |
522 | |
520 | SET_FLAG (symptom, FLAG_APPLIED); |
523 | SET_FLAG (symptom, FLAG_APPLIED); |
521 | victim->update_stats (); |
524 | victim->update_stats (); |
522 | |
525 | |
… | |
… | |
680 | } |
683 | } |
681 | |
684 | |
682 | /* reduces disease progression: reduce_symptoms |
685 | /* reduces disease progression: reduce_symptoms |
683 | * return true if we actually reduce a disease. |
686 | * return true if we actually reduce a disease. |
684 | */ |
687 | */ |
685 | |
|
|
686 | int |
688 | int |
687 | reduce_symptoms (object *sufferer, int reduction) |
689 | reduce_symptoms (object *sufferer, int reduction) |
688 | { |
690 | { |
689 | object *walk; |
691 | object *walk; |
690 | int success = 0; |
692 | int success = 0; |
… | |
… | |
694 | if (walk->type == SYMPTOM) |
696 | if (walk->type == SYMPTOM) |
695 | { |
697 | { |
696 | if (walk->value > 0) |
698 | if (walk->value > 0) |
697 | { |
699 | { |
698 | success = 1; |
700 | success = 1; |
699 | walk->value = MAX (0, walk->value - 2 * reduction); |
701 | walk->value = max (0, walk->value - 2 * reduction); |
700 | /* give the disease time to modify this symptom, |
702 | /* give the disease time to modify this symptom, |
701 | * and reduce its severity. */ |
703 | * and reduce its severity. */ |
702 | walk->speed_left = 0; |
704 | walk->speed_left = 0; |
703 | } |
705 | } |
704 | } |
706 | } |
705 | } |
707 | } |
|
|
708 | |
706 | if (success) |
709 | if (success) |
707 | new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
710 | new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
|
|
711 | |
708 | return success; |
712 | return success; |
709 | } |
713 | } |