1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | * Deliantra 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 3 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, |
… | |
… | |
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, see <http://www.gnu.org/licenses/>. |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * |
20 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | /* This file contains all the code implementing diseases, |
24 | /* This file contains all the code implementing diseases, |
25 | * except for odds and ends in attack.c and in |
25 | * except for odds and ends in attack.c and in |
26 | * living.c |
26 | * living.c |
… | |
… | |
44 | dam^ Damage How much damage it does (%?). |
44 | dam^ Damage How much damage it does (%?). |
45 | maxgrace+ Duration How long before the disease is naturally cured. |
45 | maxgrace+ Duration How long before the disease is naturally cured. |
46 | food DurCount Counter for Duration |
46 | food DurCount Counter for Duration |
47 | |
47 | |
48 | speed Speed How often the disease moves. |
48 | speed Speed How often the disease moves. |
49 | last_sp^ Lethargy Percentage of max speed--10 = 10% speed. |
49 | last_sp^ Lethargy Percentage of max speed. 10 = 10% speed. |
50 | |
50 | |
51 | maxsp^ Mana deplete Saps mana. |
51 | maxsp^ Mana deplete Saps mana. |
52 | ac^ Progressiveness How the diseases increases in severity. |
52 | ac^ Progressiveness How the diseases increases in severity. |
53 | last_eat*^ Deplete food saps food if negative |
53 | last_eat*^ Deplete food saps food if negative |
54 | last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
54 | last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
… | |
… | |
137 | Diseases may be contageous. They are objects which exist in a player's |
137 | Diseases may be contageous. They are objects which exist in a player's |
138 | inventory. They themselves do nothing, except modify Symptoms, or |
138 | inventory. They themselves do nothing, except modify Symptoms, or |
139 | 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: |
140 | these are their own object. */ |
140 | these are their own object. */ |
141 | |
141 | |
142 | /* check if victim is susceptible to disease. */ |
142 | /* grants immunity to plagues we've seen before. */ |
143 | static int |
143 | static int |
144 | is_susceptible_to_disease (object *victim, object *disease) |
144 | grant_immunity (object *disease) |
145 | { |
145 | { |
146 | if (!QUERY_FLAG (victim, FLAG_ALIVE)) |
146 | object *immunity; |
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|
147 | object *walk; |
|
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148 | |
|
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149 | /* Don't give immunity to this disease if last_heal is set. */ |
|
|
150 | if (disease->last_heal) |
147 | return 0; |
151 | return 0; |
148 | |
152 | |
149 | if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
153 | /* first, search for an immunity of the same name */ |
|
|
154 | for (walk = disease->env->inv; walk; walk = walk->below) |
|
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155 | if (walk->type == 98 && disease->name == walk->name) |
|
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156 | { |
|
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157 | walk->level = disease->level; |
|
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158 | return 1; /* just update the existing immunity. */ |
|
|
159 | } |
|
|
160 | |
|
|
161 | immunity = get_archetype ("immunity"); |
|
|
162 | |
|
|
163 | immunity->name = disease->name; |
|
|
164 | immunity->level = disease->level; |
|
|
165 | immunity->move_block = 0; |
|
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166 | |
|
|
167 | insert_ob_in_ob (immunity, disease->env); |
|
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168 | |
150 | return 1; |
169 | return 1; |
|
|
170 | } |
151 | |
171 | |
152 | if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
172 | /* argument is a disease */ |
|
|
173 | static object * |
|
|
174 | find_symptom (object *disease) |
|
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175 | { |
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176 | /* check the inventory for symptoms */ |
|
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177 | for (object *walk = disease->env->inv; walk; walk = walk->below) |
|
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178 | if (walk->name == disease->name && walk->type == SYMPTOM) |
153 | return 1; |
179 | return walk; |
154 | |
180 | |
155 | if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
|
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156 | return 1; |
|
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157 | |
|
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158 | return 0; |
181 | return NULL; |
159 | } |
|
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160 | |
|
|
161 | int |
|
|
162 | move_disease (object *disease) |
|
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163 | { |
|
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164 | /* first task is to determine if the disease is inside or outside of someone. |
|
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165 | * If outside, we decrement 'value' until we're gone. |
|
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166 | */ |
|
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167 | |
|
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168 | if (!disease->env) |
|
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169 | { /* we're outside of someone */ |
|
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170 | if (disease->stats.maxhp > 0) |
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171 | disease->value--; |
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172 | |
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173 | if (!disease->value) |
|
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174 | { |
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175 | disease->destroy (); |
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176 | return 1; |
|
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177 | } |
|
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178 | } |
|
|
179 | else |
|
|
180 | { |
|
|
181 | /* if we're inside a person, have the disease run its course */ |
|
|
182 | /* negative/zero food denotes "perpetual" diseases. */ |
|
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183 | if (disease->stats.food > 0) |
|
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184 | { |
|
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185 | disease->stats.food--; |
|
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186 | |
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187 | if (!disease->stats.food) |
|
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188 | { |
|
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189 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
|
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190 | grant_immunity (disease); |
|
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191 | disease->destroy (); |
|
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192 | return 1; |
|
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193 | } |
|
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194 | } |
|
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195 | } |
|
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196 | |
|
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197 | /* check to see if we infect others */ |
|
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198 | check_infection (disease); |
|
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199 | |
|
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200 | /* impose or modify the symptoms of the disease */ |
|
|
201 | if (disease->env && is_susceptible_to_disease (disease->env, disease)) |
|
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202 | do_symptoms (disease); |
|
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203 | |
|
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204 | return 0; |
|
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205 | } |
182 | } |
206 | |
183 | |
207 | /* remove any symptoms of disease |
184 | /* remove any symptoms of disease |
208 | * Modified by MSW 2003-03-28 do try to find all the symptom the |
185 | * Modified by MSW 2003-03-28 do try to find all the symptom the |
209 | * player may have - I think through some odd interactoins with |
186 | * player may have - I think through some odd interactoins with |
210 | * disease level and player level and whatnot, a player could get |
187 | * disease level and player level and whatnot, a player could get |
211 | * more than one symtpom to a disease. |
188 | * more than one symtpom to a disease. |
212 | */ |
189 | */ |
213 | |
190 | static int |
214 | int |
|
|
215 | remove_symptoms (object *disease) |
191 | remove_symptoms (object *disease) |
216 | { |
192 | { |
217 | object *symptom, *victim = NULL; |
193 | object *symptom, *victim = NULL; |
218 | |
194 | |
219 | while ((symptom = find_symptom (disease)) != NULL) |
195 | while ((symptom = find_symptom (disease)) != NULL) |
… | |
… | |
228 | victim->update_stats (); |
204 | victim->update_stats (); |
229 | |
205 | |
230 | return 0; |
206 | return 0; |
231 | } |
207 | } |
232 | |
208 | |
233 | /* argument is a disease */ |
|
|
234 | object * |
|
|
235 | find_symptom (object *disease) |
|
|
236 | { |
|
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237 | object *walk; |
|
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238 | |
|
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239 | /* check the inventory for symptoms */ |
|
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240 | for (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 | |
|
|
244 | return NULL; |
|
|
245 | } |
|
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246 | |
|
|
247 | /* searches around for more victims to infect */ |
209 | /* searches around for more victims to infect */ |
248 | int |
210 | static int |
249 | check_infection (object *disease) |
211 | check_infection (object *disease) |
250 | { |
212 | { |
251 | int x, y, range, mflags; |
|
|
252 | maptile *map, *map2; |
|
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253 | object *tmp; |
|
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254 | |
|
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255 | range = abs (disease->magic); |
213 | int range = abs (disease->magic); |
256 | |
214 | |
257 | if (disease->env) |
215 | object *op = disease->outer_env_or_self (); |
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; |
|
|
266 | y = disease->y; |
|
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267 | map = disease->map; |
|
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268 | } |
|
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269 | |
216 | |
270 | if (!map) |
217 | if (!op->is_on_map ()) |
271 | return 0; |
218 | return 0; |
272 | |
219 | |
273 | for (int i = x - range; i <= x + range; i++) |
220 | unordered_mapwalk (op, -range, -range, range, range) |
274 | for (int j = y - range; j <= y + range; j++) |
|
|
275 | { |
221 | { |
276 | sint16 i2, j2; |
222 | mapspace &ms = m->at (nx, ny); |
277 | mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
|
|
278 | |
223 | |
279 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
224 | if (ms.flags () & P_IS_ALIVE) |
280 | for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) |
225 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
281 | infect_object (tmp, disease, 0); |
226 | infect_object (tmp, disease, 0); |
282 | } |
227 | } |
283 | |
228 | |
284 | return 1; |
229 | return 1; |
285 | } |
230 | } |
286 | |
231 | |
287 | |
232 | /* check if victim is susceptible to disease. */ |
288 | /* check to see if an object is infectable: |
233 | static int |
289 | * objects with immunity aren't infectable. |
234 | is_susceptible_to_disease (object *victim, object *disease) |
290 | * objects already infected aren't infectable. |
|
|
291 | * dead objects aren't infectable. |
|
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292 | * undead objects are infectible only if specifically named. |
|
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293 | */ |
|
|
294 | int |
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295 | infect_object (object *victim, object *disease, int force) |
|
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296 | { |
235 | { |
297 | object *tmp; |
236 | if (!QUERY_FLAG (victim, FLAG_ALIVE)) |
298 | object *new_disease; |
|
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299 | |
|
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300 | /* don't infect inanimate objects */ |
|
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301 | if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) |
|
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302 | return 0; |
237 | return 0; |
303 | |
238 | |
304 | /* check and see if victim can catch disease: diseases |
239 | if (victim->flag [FLAG_WIZ]) |
305 | * are specific |
|
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306 | */ |
|
|
307 | if (!is_susceptible_to_disease (victim, disease)) |
|
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308 | return 0; |
240 | return 0; |
309 | |
241 | |
310 | /* roll the dice on infection before doing the inventory check! */ |
242 | if (disease->race.contains ("*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
311 | if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
|
|
312 | return 0; |
243 | return 1; |
313 | |
244 | |
314 | /* do an immunity check */ |
245 | if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
315 | if (victim->head) |
|
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316 | tmp = victim->head->inv; |
|
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317 | else |
|
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318 | tmp = victim->inv; |
|
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319 | |
|
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320 | /* There used to (IMO) be a flaw in the below - it used to be the case |
|
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321 | * that if level check was done for both immunity and disease. This could |
|
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322 | * result in a person with multiple afflictions of the same disease |
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323 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
|
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324 | * they were cast in that same order. Instead, change it so that |
|
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325 | * if you diseased, you can't get diseased more. |
|
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326 | */ |
|
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327 | |
|
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328 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
|
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329 | { |
|
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330 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
|
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331 | return 0; /* Immune! */ |
|
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332 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
|
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333 | return 0; /* already diseased */ |
|
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334 | } |
|
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335 | |
|
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336 | /* If we've gotten this far, go ahead and infect the victim. */ |
|
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337 | new_disease = disease->clone (); |
|
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338 | new_disease->stats.food = disease->stats.maxgrace; |
|
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339 | new_disease->value = disease->stats.maxhp; |
|
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340 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
|
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341 | |
|
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342 | /* Unfortunately, set_owner does the wrong thing to the skills pointers |
|
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343 | * resulting in exp going into the owners *current* chosen skill. |
|
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344 | */ |
|
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345 | |
|
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346 | if (disease->owner) |
|
|
347 | { |
|
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348 | new_disease->set_owner (disease->owner); |
|
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349 | |
|
|
350 | /* Only need to update skill if different */ |
|
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351 | if (new_disease->skill != disease->skill) |
|
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352 | new_disease->skill = disease->skill; |
|
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353 | } |
|
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354 | else |
|
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355 | { /* for diseases which are passed by hitting, set owner and praying skill */ |
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356 | if (disease->env && disease->env->type == PLAYER) |
|
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357 | { |
|
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358 | object *player = disease->env; |
|
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359 | |
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360 | new_disease->set_owner (player); |
|
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361 | |
|
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362 | /* the skill pointer for these diseases should already be set up - |
|
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363 | * hardcoding in 'praying' is not the right approach. |
|
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364 | */ |
|
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365 | } |
|
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366 | } |
|
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367 | |
|
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368 | insert_ob_in_ob (new_disease, victim->head_ ()); |
|
|
369 | /* This appears to be a horrible case of overloading 'NO_PASS' |
|
|
370 | * for meaning in the diseases. |
|
|
371 | */ |
|
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372 | new_disease->move_block = 0; |
|
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373 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
|
|
374 | { |
|
|
375 | char buf[128]; |
|
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376 | |
|
|
377 | /* if the disease has a title, it has a special infection message |
|
|
378 | * This messages is printed in the form MESSAGE victim |
|
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379 | */ |
|
|
380 | if (new_disease->title) |
|
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381 | sprintf (buf, "%s %s!!", &disease->title, &victim->name); |
|
|
382 | else |
|
|
383 | sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
|
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384 | |
|
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385 | if (victim->type == PLAYER) |
|
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386 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
|
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387 | else |
|
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388 | new_draw_info (0, 4, new_disease->owner, buf); |
|
|
389 | } |
|
|
390 | |
|
|
391 | if (victim->type == PLAYER) |
|
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392 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
|
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393 | |
|
|
394 | return 1; |
246 | return 1; |
395 | |
247 | |
|
|
248 | if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name)) |
|
|
249 | return 1; |
|
|
250 | |
|
|
251 | return 0; |
396 | } |
252 | } |
397 | |
253 | |
398 | /* this function monitors the symptoms caused by the disease (if any), |
254 | /* this function monitors the symptoms caused by the disease (if any), |
399 | causes symptoms, and modifies existing symptoms in the case of |
255 | causes symptoms, and modifies existing symptoms in the case of |
400 | existing diseases. */ |
256 | existing diseases. */ |
401 | int |
257 | static int |
402 | do_symptoms (object *disease) |
258 | do_symptoms (object *disease) |
403 | { |
259 | { |
404 | object *symptom; |
260 | object *symptom; |
405 | object *victim; |
261 | object *victim; |
406 | object *tmp; |
262 | object *tmp; |
… | |
… | |
423 | |
279 | |
424 | symptom = find_symptom (disease); |
280 | symptom = find_symptom (disease); |
425 | if (!symptom) |
281 | if (!symptom) |
426 | { |
282 | { |
427 | /* no symptom? need to generate one! */ |
283 | /* no symptom? need to generate one! */ |
428 | object *new_symptom; |
|
|
429 | |
284 | |
430 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
285 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
431 | if (!is_susceptible_to_disease (victim, disease)) |
286 | if (!is_susceptible_to_disease (victim, disease)) |
432 | return 0; |
287 | return 0; |
433 | |
288 | |
434 | /* check for an actual immunity */ |
289 | /* check for an actual immunity */ |
435 | /* do an immunity check */ |
290 | /* do an immunity check */ |
436 | if (victim->head) |
291 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
437 | tmp = victim->head->inv; |
|
|
438 | else |
|
|
439 | tmp = victim->inv; |
|
|
440 | |
|
|
441 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
|
|
442 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
292 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
443 | if (tmp->name == disease->name && tmp->level >= disease->level) |
293 | if (tmp->name == disease->name && tmp->level >= disease->level) |
444 | return 0; /*Immune! */ |
294 | return 0; /* Immune! */ |
445 | |
295 | |
446 | new_symptom = get_archetype ("symptom"); |
296 | object *new_symptom = get_archetype ("symptom"); |
447 | |
297 | |
448 | /* Something special done with dam. We want diseases to be more |
298 | /* Something special done with dam. We want diseases to be more |
449 | * random in what they'll kill, so we'll make the damage they |
299 | * random in what they'll kill, so we'll make the damage they |
450 | * do random, note, this has a weird effect with progressive diseases. |
300 | * do random, note, this has a weird effect with progressive diseases. |
451 | */ |
301 | */ |
452 | if (disease->stats.dam != 0) |
302 | if (disease->stats.dam) |
453 | { |
303 | { |
454 | int dam = disease->stats.dam; |
304 | int dam = disease->stats.dam; |
455 | |
305 | |
456 | /* reduce the damage, on average, 50%, and making things random. */ |
306 | /* reduce the damage, on average, 50%, and making things random. */ |
457 | |
307 | |
… | |
… | |
481 | new_symptom->stats.exp = 0; |
331 | new_symptom->stats.exp = 0; |
482 | new_symptom->stats.hp = disease->stats.hp; |
332 | new_symptom->stats.hp = disease->stats.hp; |
483 | new_symptom->msg = disease->msg; |
333 | new_symptom->msg = disease->msg; |
484 | new_symptom->attacktype = disease->attacktype; |
334 | new_symptom->attacktype = disease->attacktype; |
485 | new_symptom->other_arch = disease->other_arch; |
335 | new_symptom->other_arch = disease->other_arch; |
|
|
336 | new_symptom->skill = disease->skill; |
486 | |
337 | |
|
|
338 | new_symptom->move_block = 0; |
|
|
339 | |
|
|
340 | victim->head_ ()->insert (new_symptom); |
|
|
341 | |
|
|
342 | // set owner last, as insert clears owner |
487 | new_symptom->set_owner (disease->owner); |
343 | new_symptom->set_owner (disease->owner); |
488 | |
344 | |
489 | if (new_symptom->skill != disease->skill) |
|
|
490 | new_symptom->skill = disease->skill; |
|
|
491 | |
|
|
492 | new_symptom->move_block = 0; |
|
|
493 | insert_ob_in_ob (new_symptom, victim); |
|
|
494 | return 1; |
345 | return 1; |
495 | } |
346 | } |
496 | |
347 | |
497 | /* now deal with progressing diseases: we increase the debility |
348 | /* now deal with progressing diseases: we increase the debility |
498 | * caused by the symptoms. |
349 | * caused by the symptoms. |
… | |
… | |
508 | symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127); |
359 | symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127); |
509 | |
360 | |
510 | symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024); |
361 | symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024); |
511 | symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); |
362 | symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); |
512 | symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024); |
363 | symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024); |
513 | symptom->last_sp = clamp (scale * disease->last_sp , -1024, 1024); |
|
|
514 | symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024); |
364 | symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024); |
515 | symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024); |
365 | symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024); |
516 | symptom->stats.exp = 0; |
366 | symptom->stats.exp = 0; |
517 | |
367 | symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0; |
518 | symptom->msg = disease->msg; |
368 | symptom->msg = disease->msg; |
519 | symptom->attacktype = disease->attacktype; |
369 | symptom->attacktype = disease->attacktype; |
520 | symptom->other_arch = disease->other_arch; |
370 | symptom->other_arch = disease->other_arch; |
521 | } |
371 | } |
522 | |
372 | |
… | |
… | |
524 | victim->update_stats (); |
374 | victim->update_stats (); |
525 | |
375 | |
526 | return 1; |
376 | return 1; |
527 | } |
377 | } |
528 | |
378 | |
529 | /* grants immunity to plagues we've seen before. */ |
|
|
530 | int |
379 | int |
531 | grant_immunity (object *disease) |
380 | move_disease (object *disease) |
532 | { |
381 | { |
533 | object *immunity; |
382 | /* First task is to determine if the disease is inside or outside of someone. |
|
|
383 | * If outside, we decrement 'value' until we're gone. |
|
|
384 | */ |
|
|
385 | |
|
|
386 | if (!disease->env) |
|
|
387 | { /* we're outside of someone */ |
|
|
388 | if (disease->stats.maxhp > 0) |
|
|
389 | disease->value--; |
|
|
390 | |
|
|
391 | if (!disease->value) |
|
|
392 | { |
|
|
393 | disease->destroy (); |
|
|
394 | return 1; |
|
|
395 | } |
|
|
396 | } |
|
|
397 | else |
|
|
398 | { |
|
|
399 | /* if we're inside a person, have the disease run its course */ |
|
|
400 | /* negative/zero food denotes "perpetual" diseases. */ |
|
|
401 | if (disease->stats.food > 0) |
|
|
402 | { |
|
|
403 | disease->stats.food--; |
|
|
404 | |
|
|
405 | if (!disease->stats.food) |
|
|
406 | { |
|
|
407 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
|
|
408 | grant_immunity (disease); |
|
|
409 | disease->destroy (); |
|
|
410 | return 1; |
|
|
411 | } |
|
|
412 | } |
|
|
413 | } |
|
|
414 | |
|
|
415 | /* check to see if we infect others */ |
|
|
416 | check_infection (disease); |
|
|
417 | |
|
|
418 | /* impose or modify the symptoms of the disease */ |
|
|
419 | if (disease->env && is_susceptible_to_disease (disease->env, disease)) |
|
|
420 | do_symptoms (disease); |
|
|
421 | |
|
|
422 | return 0; |
|
|
423 | } |
|
|
424 | |
|
|
425 | /* check to see if an object is infectable: |
|
|
426 | * objects with immunity aren't infectable. |
|
|
427 | * objects already infected aren't infectable. |
|
|
428 | * dead objects aren't infectable. |
|
|
429 | * undead objects are infectible only if specifically named. |
|
|
430 | */ |
|
|
431 | int |
|
|
432 | infect_object (object *victim, object *disease, int force) |
|
|
433 | { |
534 | object *walk; |
434 | object *tmp; |
|
|
435 | object *new_disease; |
535 | |
436 | |
536 | /* Don't give immunity to this disease if last_heal is set. */ |
437 | /* don't infect inanimate objects */ |
537 | if (disease->last_heal) |
438 | if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) |
538 | return 0; |
439 | return 0; |
539 | /* first, search for an immunity of the same name */ |
440 | |
540 | for (walk = disease->env->inv; walk; walk = walk->below) |
441 | /* check and see if victim can catch disease: diseases |
541 | { |
442 | * are specific |
542 | if (walk->type == 98 && disease->name == walk->name) |
443 | */ |
543 | { |
444 | if (!is_susceptible_to_disease (victim, disease)) |
544 | walk->level = disease->level; |
445 | return 0; |
545 | return 1; /* just update the existing immunity. */ |
446 | |
546 | } |
447 | /* roll the dice on infection before doing the inventory check! */ |
|
|
448 | if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
|
|
449 | return 0; |
|
|
450 | |
|
|
451 | /* do an immunity check */ |
|
|
452 | |
|
|
453 | /* There used to (IMO) be a flaw in the below - it used to be the case |
|
|
454 | * that if level check was done for both immunity and disease. This could |
|
|
455 | * result in a person with multiple afflictions of the same disease |
|
|
456 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
|
|
457 | * they were cast in that same order. Instead, change it so that |
|
|
458 | * if you diseased, you can't get diseased more. |
|
|
459 | */ |
|
|
460 | |
|
|
461 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
|
|
462 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
|
|
463 | return 0; /* Immune! */ |
|
|
464 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
|
|
465 | return 0; /* already diseased */ |
|
|
466 | |
|
|
467 | /* If we've gotten this far, go ahead and infect the victim. */ |
|
|
468 | |
|
|
469 | new_disease = disease->clone (); |
|
|
470 | |
|
|
471 | new_disease->stats.food = disease->stats.maxgrace; |
|
|
472 | new_disease->value = disease->stats.maxhp; |
|
|
473 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
|
|
474 | |
|
|
475 | /* This appears to be a horrible case of overloading 'NO_PASS' |
|
|
476 | * for meaning in the diseases. |
|
|
477 | */ |
|
|
478 | new_disease->move_block = 0; |
|
|
479 | |
|
|
480 | // insert before setting the owner |
|
|
481 | victim->head_ ()->insert (new_disease); |
|
|
482 | |
|
|
483 | if (disease->owner) |
|
|
484 | new_disease->set_owner (disease->owner); |
|
|
485 | else if (object *pl = disease->in_player ()) |
|
|
486 | /* for diseases which are passed by hitting, set owner and skill */ |
|
|
487 | new_disease->set_owner (pl); |
|
|
488 | |
|
|
489 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
547 | } |
490 | { |
548 | immunity = get_archetype ("immunity"); |
491 | const char *buf; |
549 | immunity->name = disease->name; |
492 | |
550 | immunity->level = disease->level; |
493 | /* if the disease has a title, it has a special infection message |
551 | immunity->move_block = 0; |
494 | * This messages is printed in the form MESSAGE victim |
552 | insert_ob_in_ob (immunity, disease->env); |
495 | */ |
|
|
496 | if (new_disease->title) |
|
|
497 | buf = format ("%s %s!!", &disease->title, &victim->name); |
|
|
498 | else |
|
|
499 | buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
|
|
500 | |
|
|
501 | if (victim->type == PLAYER) |
|
|
502 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
|
|
503 | else |
|
|
504 | new_draw_info (0, 4, new_disease->owner, buf); |
|
|
505 | } |
|
|
506 | |
|
|
507 | if (victim->type == PLAYER) |
|
|
508 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
|
|
509 | |
553 | return 1; |
510 | return 1; |
554 | |
|
|
555 | } |
511 | } |
556 | |
|
|
557 | |
512 | |
558 | /* make the symptom do the nasty things it does */ |
513 | /* make the symptom do the nasty things it does */ |
559 | |
|
|
560 | int |
514 | int |
561 | move_symptom (object *symptom) |
515 | move_symptom (object *symptom) |
562 | { |
516 | { |
563 | object *victim = symptom->env; |
517 | object *victim = symptom->env; |
564 | object *new_ob; |
518 | object *new_ob; |
565 | int sp_reduce; |
519 | int sp_reduce; |
566 | |
520 | |
567 | if (victim == NULL || victim->map == NULL) |
521 | if (!victim || !victim->map) |
568 | { /* outside a monster/player, die immediately */ |
522 | { /* outside a monster/player, die immediately */ |
569 | symptom->destroy (); |
523 | symptom->destroy (); |
570 | return 0; |
524 | return 0; |
571 | } |
525 | } |
572 | |
526 | |
573 | if (symptom->stats.dam > 0) |
527 | if (symptom->stats.dam > 0) |
574 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
528 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
575 | else |
529 | else |
576 | hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); |
530 | hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100), symptom, symptom->attacktype, 1); |
577 | |
531 | |
578 | if (symptom->stats.maxsp > 0) |
532 | if (symptom->stats.maxsp > 0) |
579 | sp_reduce = symptom->stats.maxsp; |
533 | sp_reduce = symptom->stats.maxsp; |
580 | else |
534 | else |
581 | sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); |
535 | sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100); |
|
|
536 | |
582 | victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); |
537 | victim->stats.sp = max (0, victim->stats.sp - sp_reduce); |
583 | |
538 | |
584 | /* create the symptom "other arch" object and drop it here |
539 | /* create the symptom "other arch" object and drop it here |
585 | * under every part of the monster |
540 | * under every part of the monster |
586 | * The victim may well have died. |
541 | * The victim may well have died. |
587 | */ |
542 | */ |
588 | |
|
|
589 | if (victim->map == NULL) |
543 | if (victim->map) |
590 | return 0; |
544 | { |
|
|
545 | victim->play_sound (symptom->sound); |
|
|
546 | |
591 | if (symptom->other_arch) |
547 | if (symptom->other_arch) |
592 | { |
548 | for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) |
593 | object *tmp; |
|
|
594 | |
|
|
595 | tmp = victim; |
|
|
596 | if (tmp->head != NULL) |
|
|
597 | tmp = tmp->head; |
|
|
598 | for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more) |
|
|
599 | { |
549 | { |
600 | new_ob = arch_to_object (symptom->other_arch); |
550 | new_ob = arch_to_object (symptom->other_arch); |
601 | new_ob->x = tmp->x; |
551 | new_ob->x = tmp->x; |
602 | new_ob->y = tmp->y; |
552 | new_ob->y = tmp->y; |
603 | new_ob->map = victim->map; |
553 | new_ob->map = victim->map; |
604 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
554 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
605 | } |
555 | } |
606 | } |
556 | } |
|
|
557 | |
607 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
558 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
608 | |
559 | |
609 | return 1; |
560 | return 1; |
610 | } |
561 | } |
611 | |
562 | |
… | |
… | |
633 | return 0; |
584 | return 0; |
634 | } |
585 | } |
635 | |
586 | |
636 | /* do the cure disease stuff, from the spell "cure disease" */ |
587 | /* do the cure disease stuff, from the spell "cure disease" */ |
637 | int |
588 | int |
638 | cure_disease (object *sufferer, object *caster) |
589 | cure_disease (object *sufferer, object *caster, object *spell) |
639 | { |
590 | { |
640 | object *disease, *next; |
591 | object *disease, *next; |
641 | int casting_level; |
|
|
642 | int cure = 0; |
592 | int cure = 0; |
643 | |
593 | |
644 | if (caster) |
|
|
645 | casting_level = caster->level; |
|
|
646 | else |
|
|
647 | casting_level = 1000; /* if null caster, CURE all. */ |
594 | int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */ |
648 | |
595 | |
649 | for (disease = sufferer->inv; disease; disease = next) |
596 | for (disease = sufferer->inv; disease; disease = next) |
650 | { |
597 | { |
651 | next = disease->below; |
598 | next = disease->below; |
652 | |
599 | |
… | |
… | |
660 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
607 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
661 | { |
608 | { |
662 | remove_symptoms (disease); |
609 | remove_symptoms (disease); |
663 | cure = 1; |
610 | cure = 1; |
664 | |
611 | |
665 | if (caster) |
612 | if (caster && spell) |
666 | change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); |
613 | change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY); |
667 | |
614 | |
668 | disease->destroy (); |
615 | disease->destroy (); |
669 | } |
616 | } |
670 | } |
617 | } |
671 | } |
618 | } |