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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 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 it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * 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 Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* This file contains all the code implementing diseases, |
25 | /* This file contains all the code implementing diseases, |
25 | * except for odds and ends in attack.c and in |
26 | * except for odds and ends in attack.c and in |
26 | * living.c |
27 | * living.c |
… | |
… | |
44 | dam^ Damage How much damage it does (%?). |
45 | dam^ Damage How much damage it does (%?). |
45 | maxgrace+ Duration How long before the disease is naturally cured. |
46 | maxgrace+ Duration How long before the disease is naturally cured. |
46 | food DurCount Counter for Duration |
47 | food DurCount Counter for Duration |
47 | |
48 | |
48 | speed Speed How often the disease moves. |
49 | speed Speed How often the disease moves. |
49 | last_sp^ Lethargy Percentage of max speed--10 = 10% speed. |
50 | last_sp^ Lethargy Percentage of max speed. 10 = 10% speed. |
50 | |
51 | |
51 | maxsp^ Mana deplete Saps mana. |
52 | maxsp^ Mana deplete Saps mana. |
52 | ac^ Progressiveness How the diseases increases in severity. |
53 | ac^ Progressiveness How the diseases increases in severity. |
53 | last_eat*^ Deplete food saps food if negative |
54 | last_eat*^ Deplete food saps food if negative |
54 | last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
55 | last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
… | |
… | |
137 | Diseases may be contageous. They are objects which exist in a player's |
138 | Diseases may be contageous. They are objects which exist in a player's |
138 | inventory. They themselves do nothing, except modify Symptoms, or |
139 | inventory. They themselves do nothing, except modify Symptoms, or |
139 | spread to other live objects. Symptoms are what actually damage the player: |
140 | spread to other live objects. Symptoms are what actually damage the player: |
140 | these are their own object. */ |
141 | these are their own object. */ |
141 | |
142 | |
142 | /* check if victim is susceptible to disease. */ |
143 | /* grants immunity to plagues we've seen before. */ |
143 | static int |
144 | static int |
144 | is_susceptible_to_disease (object *victim, object *disease) |
145 | grant_immunity (object *disease) |
145 | { |
146 | { |
146 | if (!QUERY_FLAG (victim, FLAG_ALIVE)) |
147 | object *immunity; |
|
|
148 | object *walk; |
|
|
149 | |
|
|
150 | /* Don't give immunity to this disease if last_heal is set. */ |
|
|
151 | if (disease->last_heal) |
147 | return 0; |
152 | return 0; |
148 | |
153 | |
149 | if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
154 | /* first, search for an immunity of the same name */ |
|
|
155 | for (walk = disease->env->inv; walk; walk = walk->below) |
|
|
156 | if (disease->name == walk->name && walk->is_immunity ()) |
|
|
157 | { |
|
|
158 | walk->level = disease->level; |
|
|
159 | return 1; /* just update the existing immunity. */ |
|
|
160 | } |
|
|
161 | |
|
|
162 | immunity = get_archetype (shstr_immunity); |
|
|
163 | |
|
|
164 | immunity->name = disease->name; |
|
|
165 | immunity->level = disease->level; |
|
|
166 | immunity->move_block = 0; |
|
|
167 | |
|
|
168 | insert_ob_in_ob (immunity, disease->env); |
|
|
169 | |
150 | return 1; |
170 | return 1; |
|
|
171 | } |
151 | |
172 | |
152 | if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
173 | /* argument is a disease */ |
|
|
174 | static object * |
|
|
175 | find_symptom (object *disease) |
|
|
176 | { |
|
|
177 | /* check the inventory for symptoms */ |
|
|
178 | for (object *walk = disease->env->inv; walk; walk = walk->below) |
|
|
179 | if (walk->name == disease->name && walk->type == SYMPTOM) |
153 | return 1; |
180 | return walk; |
154 | |
181 | |
155 | if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
|
|
156 | return 1; |
|
|
157 | |
|
|
158 | return 0; |
182 | return NULL; |
159 | } |
|
|
160 | |
|
|
161 | int |
|
|
162 | move_disease (object *disease) |
|
|
163 | { |
|
|
164 | /* first task is to determine if the disease is inside or outside of someone. |
|
|
165 | * If outside, we decrement 'value' until we're gone. |
|
|
166 | */ |
|
|
167 | |
|
|
168 | if (!disease->env) |
|
|
169 | { /* we're outside of someone */ |
|
|
170 | if (disease->stats.maxhp > 0) |
|
|
171 | disease->value--; |
|
|
172 | |
|
|
173 | if (!disease->value) |
|
|
174 | { |
|
|
175 | disease->destroy (); |
|
|
176 | return 1; |
|
|
177 | } |
|
|
178 | } |
|
|
179 | else |
|
|
180 | { |
|
|
181 | /* if we're inside a person, have the disease run its course */ |
|
|
182 | /* negative/zero food denotes "perpetual" diseases. */ |
|
|
183 | if (disease->stats.food > 0) |
|
|
184 | { |
|
|
185 | disease->stats.food--; |
|
|
186 | |
|
|
187 | if (!disease->stats.food) |
|
|
188 | { |
|
|
189 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
|
|
190 | grant_immunity (disease); |
|
|
191 | disease->destroy (); |
|
|
192 | return 1; |
|
|
193 | } |
|
|
194 | } |
|
|
195 | } |
|
|
196 | |
|
|
197 | /* check to see if we infect others */ |
|
|
198 | check_infection (disease); |
|
|
199 | |
|
|
200 | /* impose or modify the symptoms of the disease */ |
|
|
201 | if (disease->env && is_susceptible_to_disease (disease->env, disease)) |
|
|
202 | do_symptoms (disease); |
|
|
203 | |
|
|
204 | return 0; |
|
|
205 | } |
183 | } |
206 | |
184 | |
207 | /* remove any symptoms of disease |
185 | /* remove any symptoms of disease |
208 | * Modified by MSW 2003-03-28 do try to find all the symptom the |
186 | * 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 |
187 | * player may have - I think through some odd interactoins with |
210 | * disease level and player level and whatnot, a player could get |
188 | * disease level and player level and whatnot, a player could get |
211 | * more than one symtpom to a disease. |
189 | * more than one symtpom to a disease. |
212 | */ |
190 | */ |
213 | |
191 | static int |
214 | int |
|
|
215 | remove_symptoms (object *disease) |
192 | remove_symptoms (object *disease) |
216 | { |
193 | { |
217 | object *symptom, *victim = NULL; |
194 | object *symptom, *victim = NULL; |
218 | |
195 | |
219 | while ((symptom = find_symptom (disease)) != NULL) |
196 | while ((symptom = find_symptom (disease)) != NULL) |
… | |
… | |
228 | victim->update_stats (); |
205 | victim->update_stats (); |
229 | |
206 | |
230 | return 0; |
207 | return 0; |
231 | } |
208 | } |
232 | |
209 | |
233 | /* argument is a disease */ |
|
|
234 | object * |
|
|
235 | find_symptom (object *disease) |
|
|
236 | { |
|
|
237 | object *walk; |
|
|
238 | |
|
|
239 | /* check the inventory for symptoms */ |
|
|
240 | for (walk = disease->env->inv; walk; walk = walk->below) |
|
|
241 | if (walk->name == disease->name && walk->type == SYMPTOM) |
|
|
242 | return walk; |
|
|
243 | |
|
|
244 | return NULL; |
|
|
245 | } |
|
|
246 | |
|
|
247 | /* searches around for more victims to infect */ |
210 | /* searches around for more victims to infect */ |
248 | int |
211 | static int |
249 | check_infection (object *disease) |
212 | check_infection (object *disease) |
250 | { |
213 | { |
251 | int x, y, range, mflags; |
|
|
252 | maptile *map, *map2; |
|
|
253 | object *tmp; |
|
|
254 | |
|
|
255 | range = abs (disease->magic); |
214 | int range = abs (disease->magic); |
256 | |
215 | |
257 | if (disease->env) |
216 | object *op = disease->outer_env_or_self (); |
258 | { |
|
|
259 | x = disease->env->x; |
|
|
260 | y = disease->env->y; |
|
|
261 | map = disease->env->map; |
|
|
262 | } |
|
|
263 | else |
|
|
264 | { |
|
|
265 | x = disease->x; |
|
|
266 | y = disease->y; |
|
|
267 | map = disease->map; |
|
|
268 | } |
|
|
269 | |
217 | |
270 | if (!map) |
218 | if (!op->is_on_map ()) |
271 | return 0; |
219 | return 0; |
272 | |
220 | |
273 | for (int i = x - range; i <= x + range; i++) |
221 | dynbuf buf; |
274 | for (int j = y - range; j <= y + range; j++) |
222 | unordered_mapwalk (buf, op, -range, -range, range, range) |
275 | { |
223 | { |
276 | sint16 i2, j2; |
224 | mapspace &ms = m->at (nx, ny); |
277 | mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
|
|
278 | |
225 | |
279 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
226 | if (ms.flags () & P_IS_ALIVE) |
280 | for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) |
227 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
281 | infect_object (tmp, disease, 0); |
228 | infect_object (tmp, disease, 0); |
282 | } |
229 | } |
283 | |
230 | |
284 | return 1; |
231 | return 1; |
285 | } |
232 | } |
286 | |
233 | |
287 | |
234 | /* check if victim is susceptible to disease. */ |
288 | /* check to see if an object is infectable: |
235 | static int |
289 | * objects with immunity aren't infectable. |
236 | is_susceptible_to_disease (object *victim, object *disease) |
290 | * objects already infected aren't infectable. |
|
|
291 | * dead objects aren't infectable. |
|
|
292 | * undead objects are infectible only if specifically named. |
|
|
293 | */ |
|
|
294 | int |
|
|
295 | infect_object (object *victim, object *disease, int force) |
|
|
296 | { |
237 | { |
297 | object *tmp; |
238 | if (!QUERY_FLAG (victim, FLAG_ALIVE)) |
298 | object *new_disease; |
|
|
299 | |
|
|
300 | /* don't infect inanimate objects */ |
|
|
301 | if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) |
|
|
302 | return 0; |
239 | return 0; |
303 | |
240 | |
304 | /* check and see if victim can catch disease: diseases |
241 | if (victim->flag [FLAG_WIZ]) |
305 | * are specific |
|
|
306 | */ |
|
|
307 | if (!is_susceptible_to_disease (victim, disease)) |
|
|
308 | return 0; |
242 | return 0; |
309 | |
243 | |
310 | /* roll the dice on infection before doing the inventory check! */ |
244 | 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; |
245 | return 1; |
313 | |
246 | |
314 | /* do an immunity check */ |
247 | if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
315 | if (victim->head) |
|
|
316 | tmp = victim->head->inv; |
|
|
317 | else |
|
|
318 | tmp = victim->inv; |
|
|
319 | |
|
|
320 | /* There used to (IMO) be a flaw in the below - it used to be the case |
|
|
321 | * that if level check was done for both immunity and disease. This could |
|
|
322 | * result in a person with multiple afflictions of the same disease |
|
|
323 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
|
|
324 | * they were cast in that same order. Instead, change it so that |
|
|
325 | * if you diseased, you can't get diseased more. |
|
|
326 | */ |
|
|
327 | |
|
|
328 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
|
|
329 | { |
|
|
330 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
|
|
331 | return 0; /* Immune! */ |
|
|
332 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
|
|
333 | return 0; /* already diseased */ |
|
|
334 | } |
|
|
335 | |
|
|
336 | /* If we've gotten this far, go ahead and infect the victim. */ |
|
|
337 | new_disease = disease->clone (); |
|
|
338 | new_disease->stats.food = disease->stats.maxgrace; |
|
|
339 | new_disease->value = disease->stats.maxhp; |
|
|
340 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
|
|
341 | |
|
|
342 | /* Unfortunately, set_owner does the wrong thing to the skills pointers |
|
|
343 | * resulting in exp going into the owners *current* chosen skill. |
|
|
344 | */ |
|
|
345 | |
|
|
346 | if (disease->owner) |
|
|
347 | { |
|
|
348 | new_disease->set_owner (disease->owner); |
|
|
349 | |
|
|
350 | /* Only need to update skill if different */ |
|
|
351 | if (new_disease->skill != disease->skill) |
|
|
352 | new_disease->skill = disease->skill; |
|
|
353 | } |
|
|
354 | else |
|
|
355 | { /* for diseases which are passed by hitting, set owner and praying skill */ |
|
|
356 | if (disease->env && disease->env->type == PLAYER) |
|
|
357 | { |
|
|
358 | object *player = disease->env; |
|
|
359 | |
|
|
360 | new_disease->set_owner (player); |
|
|
361 | |
|
|
362 | /* the skill pointer for these diseases should already be set up - |
|
|
363 | * hardcoding in 'praying' is not the right approach. |
|
|
364 | */ |
|
|
365 | } |
|
|
366 | } |
|
|
367 | |
|
|
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 | */ |
|
|
372 | new_disease->move_block = 0; |
|
|
373 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
|
|
374 | { |
|
|
375 | char buf[128]; |
|
|
376 | |
|
|
377 | /* if the disease has a title, it has a special infection message |
|
|
378 | * This messages is printed in the form MESSAGE victim |
|
|
379 | */ |
|
|
380 | if (new_disease->title) |
|
|
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); |
|
|
384 | |
|
|
385 | if (victim->type == PLAYER) |
|
|
386 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
|
|
387 | else |
|
|
388 | new_draw_info (0, 4, new_disease->owner, buf); |
|
|
389 | } |
|
|
390 | |
|
|
391 | if (victim->type == PLAYER) |
|
|
392 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
|
|
393 | |
|
|
394 | return 1; |
248 | return 1; |
395 | |
249 | |
|
|
250 | if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name)) |
|
|
251 | return 1; |
|
|
252 | |
|
|
253 | return 0; |
396 | } |
254 | } |
397 | |
255 | |
398 | /* this function monitors the symptoms caused by the disease (if any), |
256 | /* this function monitors the symptoms caused by the disease (if any), |
399 | causes symptoms, and modifies existing symptoms in the case of |
257 | causes symptoms, and modifies existing symptoms in the case of |
400 | existing diseases. */ |
258 | existing diseases. */ |
401 | int |
259 | static int |
402 | do_symptoms (object *disease) |
260 | do_symptoms (object *disease) |
403 | { |
261 | { |
404 | object *symptom; |
262 | object *symptom; |
405 | object *victim; |
263 | object *victim; |
406 | object *tmp; |
264 | object *tmp; |
… | |
… | |
423 | |
281 | |
424 | symptom = find_symptom (disease); |
282 | symptom = find_symptom (disease); |
425 | if (!symptom) |
283 | if (!symptom) |
426 | { |
284 | { |
427 | /* no symptom? need to generate one! */ |
285 | /* no symptom? need to generate one! */ |
428 | object *new_symptom; |
|
|
429 | |
286 | |
430 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
287 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
431 | if (!is_susceptible_to_disease (victim, disease)) |
288 | if (!is_susceptible_to_disease (victim, disease)) |
432 | return 0; |
289 | return 0; |
433 | |
290 | |
434 | /* check for an actual immunity */ |
291 | /* check for an actual immunity */ |
435 | /* do an immunity check */ |
292 | /* do an immunity check */ |
436 | if (victim->head) |
293 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
437 | tmp = victim->head->inv; |
294 | if (tmp->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */ |
438 | else |
295 | if (tmp->level >= disease->level) |
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 */ |
|
|
443 | if (tmp->name == disease->name && tmp->level >= disease->level) |
|
|
444 | return 0; /*Immune! */ |
296 | return 0; /* Immune! */ |
445 | |
297 | |
446 | new_symptom = get_archetype ("symptom"); |
298 | object *new_symptom = get_archetype (shstr_symptom); |
447 | |
299 | |
448 | /* Something special done with dam. We want diseases to be more |
300 | /* 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 |
301 | * 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. |
302 | * do random, note, this has a weird effect with progressive diseases. |
451 | */ |
303 | */ |
452 | if (disease->stats.dam != 0) |
304 | if (disease->stats.dam) |
453 | { |
305 | { |
454 | int dam = disease->stats.dam; |
306 | int dam = disease->stats.dam; |
455 | |
307 | |
456 | /* reduce the damage, on average, 50%, and making things random. */ |
308 | /* reduce the damage, on average, 50%, and making things random. */ |
457 | |
309 | |
… | |
… | |
481 | new_symptom->stats.exp = 0; |
333 | new_symptom->stats.exp = 0; |
482 | new_symptom->stats.hp = disease->stats.hp; |
334 | new_symptom->stats.hp = disease->stats.hp; |
483 | new_symptom->msg = disease->msg; |
335 | new_symptom->msg = disease->msg; |
484 | new_symptom->attacktype = disease->attacktype; |
336 | new_symptom->attacktype = disease->attacktype; |
485 | new_symptom->other_arch = disease->other_arch; |
337 | new_symptom->other_arch = disease->other_arch; |
|
|
338 | new_symptom->skill = disease->skill; |
486 | |
339 | |
|
|
340 | new_symptom->move_block = 0; |
|
|
341 | |
|
|
342 | victim->head_ ()->insert (new_symptom); |
|
|
343 | |
|
|
344 | // set owner last, as insert clears owner |
487 | new_symptom->set_owner (disease->owner); |
345 | new_symptom->set_owner (disease->owner); |
488 | |
346 | |
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; |
347 | return 1; |
495 | } |
348 | } |
496 | |
349 | |
497 | /* now deal with progressing diseases: we increase the debility |
350 | /* now deal with progressing diseases: we increase the debility |
498 | * caused by the symptoms. |
351 | * caused by the symptoms. |
… | |
… | |
508 | symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127); |
361 | symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127); |
509 | |
362 | |
510 | symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024); |
363 | symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024); |
511 | symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); |
364 | symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); |
512 | symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024); |
365 | 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); |
366 | symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024); |
515 | symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024); |
367 | symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024); |
516 | symptom->stats.exp = 0; |
368 | symptom->stats.exp = 0; |
517 | |
369 | symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0; |
518 | symptom->msg = disease->msg; |
370 | symptom->msg = disease->msg; |
519 | symptom->attacktype = disease->attacktype; |
371 | symptom->attacktype = disease->attacktype; |
520 | symptom->other_arch = disease->other_arch; |
372 | symptom->other_arch = disease->other_arch; |
521 | } |
373 | } |
522 | |
374 | |
… | |
… | |
524 | victim->update_stats (); |
376 | victim->update_stats (); |
525 | |
377 | |
526 | return 1; |
378 | return 1; |
527 | } |
379 | } |
528 | |
380 | |
529 | /* grants immunity to plagues we've seen before. */ |
|
|
530 | int |
381 | int |
531 | grant_immunity (object *disease) |
382 | move_disease (object *disease) |
532 | { |
383 | { |
533 | object *immunity; |
384 | /* First task is to determine if the disease is inside or outside of someone. |
|
|
385 | * If outside, we decrement 'value' until we're gone. |
|
|
386 | */ |
|
|
387 | |
|
|
388 | if (!disease->env) |
|
|
389 | { /* we're outside of someone */ |
|
|
390 | if (disease->stats.maxhp > 0) |
|
|
391 | disease->value--; |
|
|
392 | |
|
|
393 | if (!disease->value) |
|
|
394 | { |
|
|
395 | disease->destroy (); |
|
|
396 | return 1; |
|
|
397 | } |
|
|
398 | } |
|
|
399 | else |
|
|
400 | { |
|
|
401 | /* if we're inside a person, have the disease run its course */ |
|
|
402 | /* negative/zero food denotes "perpetual" diseases. */ |
|
|
403 | if (disease->stats.food > 0) |
|
|
404 | { |
|
|
405 | disease->stats.food--; |
|
|
406 | |
|
|
407 | if (!disease->stats.food) |
|
|
408 | { |
|
|
409 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
|
|
410 | grant_immunity (disease); |
|
|
411 | disease->destroy (); |
|
|
412 | return 1; |
|
|
413 | } |
|
|
414 | } |
|
|
415 | } |
|
|
416 | |
|
|
417 | /* check to see if we infect others */ |
|
|
418 | check_infection (disease); |
|
|
419 | |
|
|
420 | /* impose or modify the symptoms of the disease */ |
|
|
421 | if (disease->env && is_susceptible_to_disease (disease->env, disease)) |
|
|
422 | do_symptoms (disease); |
|
|
423 | |
|
|
424 | return 0; |
|
|
425 | } |
|
|
426 | |
|
|
427 | /* check to see if an object is infectable: |
|
|
428 | * objects with immunity aren't infectable. |
|
|
429 | * objects already infected aren't infectable. |
|
|
430 | * dead objects aren't infectable. |
|
|
431 | * undead objects are infectible only if specifically named. |
|
|
432 | */ |
|
|
433 | int |
|
|
434 | infect_object (object *victim, object *disease, int force) |
|
|
435 | { |
534 | object *walk; |
436 | object *tmp; |
|
|
437 | object *new_disease; |
535 | |
438 | |
536 | /* Don't give immunity to this disease if last_heal is set. */ |
439 | /* don't infect inanimate objects */ |
537 | if (disease->last_heal) |
440 | if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) |
538 | return 0; |
441 | return 0; |
539 | /* first, search for an immunity of the same name */ |
442 | |
540 | for (walk = disease->env->inv; walk; walk = walk->below) |
443 | /* check and see if victim can catch disease: diseases |
541 | { |
444 | * are specific |
542 | if (walk->type == 98 && disease->name == walk->name) |
445 | */ |
543 | { |
446 | if (!is_susceptible_to_disease (victim, disease)) |
544 | walk->level = disease->level; |
447 | return 0; |
545 | return 1; /* just update the existing immunity. */ |
448 | |
546 | } |
449 | /* roll the dice on infection before doing the inventory check! */ |
|
|
450 | if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
|
|
451 | return 0; |
|
|
452 | |
|
|
453 | /* do an immunity check */ |
|
|
454 | |
|
|
455 | /* There used to (IMO) be a flaw in the below - it used to be the case |
|
|
456 | * that if level check was done for both immunity and disease. This could |
|
|
457 | * result in a person with multiple afflictions of the same disease |
|
|
458 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
|
|
459 | * they were cast in that same order. Instead, change it so that |
|
|
460 | * if you diseased, you can't get diseased more. |
|
|
461 | */ |
|
|
462 | |
|
|
463 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
|
|
464 | if (tmp->name == disease->name && tmp->is_immunity () && tmp->level >= disease->level) |
|
|
465 | return 0; /* Immune! */ |
|
|
466 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
|
|
467 | return 0; /* already diseased */ |
|
|
468 | |
|
|
469 | /* If we've gotten this far, go ahead and infect the victim. */ |
|
|
470 | |
|
|
471 | new_disease = disease->clone (); |
|
|
472 | |
|
|
473 | new_disease->stats.food = disease->stats.maxgrace; |
|
|
474 | new_disease->value = disease->stats.maxhp; |
|
|
475 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
|
|
476 | |
|
|
477 | /* This appears to be a horrible case of overloading 'NO_PASS' |
|
|
478 | * for meaning in the diseases. |
|
|
479 | */ |
|
|
480 | new_disease->move_block = 0; |
|
|
481 | |
|
|
482 | // insert before setting the owner |
|
|
483 | victim->head_ ()->insert (new_disease); |
|
|
484 | |
|
|
485 | if (disease->owner) |
|
|
486 | new_disease->set_owner (disease->owner); |
|
|
487 | else if (object *pl = disease->in_player ()) |
|
|
488 | /* for diseases which are passed by hitting, set owner and skill */ |
|
|
489 | new_disease->set_owner (pl); |
|
|
490 | |
|
|
491 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
547 | } |
492 | { |
548 | immunity = get_archetype ("immunity"); |
493 | const char *buf; |
549 | immunity->name = disease->name; |
494 | |
550 | immunity->level = disease->level; |
495 | /* if the disease has a title, it has a special infection message |
551 | immunity->move_block = 0; |
496 | * This messages is printed in the form MESSAGE victim |
552 | insert_ob_in_ob (immunity, disease->env); |
497 | */ |
|
|
498 | if (new_disease->title) |
|
|
499 | buf = format ("%s %s!!", &disease->title, &victim->name); |
|
|
500 | else |
|
|
501 | buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
|
|
502 | |
|
|
503 | if (victim->type == PLAYER) |
|
|
504 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
|
|
505 | else |
|
|
506 | new_draw_info (0, 4, new_disease->owner, buf); |
|
|
507 | } |
|
|
508 | |
|
|
509 | if (victim->type == PLAYER) |
|
|
510 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
|
|
511 | |
553 | return 1; |
512 | return 1; |
554 | |
|
|
555 | } |
513 | } |
556 | |
|
|
557 | |
514 | |
558 | /* make the symptom do the nasty things it does */ |
515 | /* make the symptom do the nasty things it does */ |
559 | |
|
|
560 | int |
516 | int |
561 | move_symptom (object *symptom) |
517 | move_symptom (object *symptom) |
562 | { |
518 | { |
563 | object *victim = symptom->env; |
519 | object *victim = symptom->env; |
564 | object *new_ob; |
|
|
565 | 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 | |
|
|
573 | if (symptom->stats.dam > 0) |
|
|
574 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
|
|
575 | else |
|
|
576 | hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); |
|
|
577 | |
|
|
578 | if (symptom->stats.maxsp > 0) |
|
|
579 | sp_reduce = symptom->stats.maxsp; |
|
|
580 | else |
|
|
581 | sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); |
|
|
582 | victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); |
|
|
583 | |
526 | |
584 | /* create the symptom "other arch" object and drop it here |
527 | /* create the symptom "other arch" object and drop it here |
585 | * under every part of the monster |
528 | * under every part of the monster |
586 | * The victim may well have died. |
529 | * The victim may well have died. |
587 | */ |
530 | */ |
588 | |
|
|
589 | if (victim->map == NULL) |
531 | if (victim->map) |
590 | return 0; |
532 | { |
|
|
533 | victim->play_sound (symptom->sound); |
|
|
534 | |
591 | if (symptom->other_arch) |
535 | if (symptom->other_arch) |
592 | { |
536 | 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 | { |
537 | { |
600 | new_ob = arch_to_object (symptom->other_arch); |
538 | object *new_ob = symptom->other_arch->instance (); |
601 | new_ob->x = tmp->x; |
539 | new_ob->x = tmp->x; |
602 | new_ob->y = tmp->y; |
540 | new_ob->y = tmp->y; |
603 | new_ob->map = victim->map; |
541 | new_ob->map = victim->map; |
604 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
542 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
605 | } |
543 | } |
606 | } |
544 | } |
|
|
545 | |
|
|
546 | int damage = |
|
|
547 | symptom->stats.dam > 0 |
|
|
548 | ? symptom->stats.dam |
|
|
549 | : max (1, victim->stats.maxhp * -symptom->stats.dam / 100); |
|
|
550 | |
|
|
551 | hit_player (victim, damage, symptom, symptom->attacktype, 1); |
|
|
552 | |
|
|
553 | int sp_reduce = |
|
|
554 | symptom->stats.maxsp > 0 |
|
|
555 | ? symptom->stats.maxsp |
|
|
556 | : max (1, victim->stats.maxsp * -symptom->stats.maxsp / 100); |
|
|
557 | |
|
|
558 | victim->stats.sp = max (0, victim->stats.sp - sp_reduce); |
|
|
559 | |
607 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
560 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
608 | |
561 | |
609 | return 1; |
562 | return 1; |
610 | } |
563 | } |
611 | |
564 | |
… | |
… | |
620 | infect_object (victim, disease, 0); |
573 | infect_object (victim, disease, 0); |
621 | |
574 | |
622 | return 1; |
575 | return 1; |
623 | } |
576 | } |
624 | |
577 | |
625 | // find a disease in someone |
|
|
626 | object * |
|
|
627 | find_disease (object *victim) |
|
|
628 | { |
|
|
629 | for (object *disease = victim->inv; disease; disease = disease->below) |
|
|
630 | if (disease->type == DISEASE) |
|
|
631 | return disease; |
|
|
632 | |
|
|
633 | return 0; |
|
|
634 | } |
|
|
635 | |
|
|
636 | /* do the cure disease stuff, from the spell "cure disease" */ |
578 | /* do the cure disease stuff, from the spell "cure disease" */ |
637 | int |
579 | int |
638 | cure_disease (object *sufferer, object *caster) |
580 | cure_disease (object *sufferer, object *caster, object *spell) |
639 | { |
581 | { |
640 | object *disease, *next; |
582 | object *disease, *next; |
641 | int casting_level; |
|
|
642 | int cure = 0; |
583 | int cure = 0; |
643 | |
584 | |
644 | if (caster) |
|
|
645 | casting_level = caster->level; |
|
|
646 | else |
|
|
647 | casting_level = 1000; /* if null caster, CURE all. */ |
585 | int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */ |
648 | |
586 | |
649 | for (disease = sufferer->inv; disease; disease = next) |
587 | for (disease = sufferer->inv; disease; disease = next) |
650 | { |
588 | { |
651 | next = disease->below; |
589 | next = disease->below; |
652 | |
590 | |
… | |
… | |
660 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
598 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
661 | { |
599 | { |
662 | remove_symptoms (disease); |
600 | remove_symptoms (disease); |
663 | cure = 1; |
601 | cure = 1; |
664 | |
602 | |
665 | if (caster) |
603 | if (caster && spell) |
666 | change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); |
604 | change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY); |
667 | |
605 | |
668 | disease->destroy (); |
606 | disease->destroy (); |
669 | } |
607 | } |
670 | } |
608 | } |
671 | } |
609 | } |
… | |
… | |
680 | } |
618 | } |
681 | |
619 | |
682 | return 1; |
620 | return 1; |
683 | } |
621 | } |
684 | |
622 | |
|
|
623 | #if 0 // unused, but seems interesting |
685 | /* reduces disease progression: reduce_symptoms |
624 | /* reduces disease progression: reduce_symptoms |
686 | * return true if we actually reduce a disease. |
625 | * return true if we actually reduce a disease. |
687 | */ |
626 | */ |
688 | int |
627 | static int |
689 | reduce_symptoms (object *sufferer, int reduction) |
628 | reduce_symptoms (object *sufferer, int reduction) |
690 | { |
629 | { |
691 | object *walk; |
630 | object *walk; |
692 | int success = 0; |
631 | int success = 0; |
693 | |
632 | |
… | |
… | |
709 | if (success) |
648 | if (success) |
710 | new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
649 | new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
711 | |
650 | |
712 | return success; |
651 | return success; |
713 | } |
652 | } |
|
|
653 | #endif |