… | |
… | |
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 |
… | |
… | |
163 | { |
163 | { |
164 | /* 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. |
165 | * If outside, we decrement 'value' until we're gone. |
165 | * If outside, we decrement 'value' until we're gone. |
166 | */ |
166 | */ |
167 | |
167 | |
168 | if (disease->env == NULL) |
168 | if (!disease->env) |
169 | { /* we're outside of someone */ |
169 | { /* we're outside of someone */ |
170 | if (disease->stats.maxhp > 0) |
170 | if (disease->stats.maxhp > 0) |
171 | disease->value--; |
171 | disease->value--; |
172 | |
172 | |
173 | if (disease->value == 0) |
173 | if (!disease->value) |
174 | { |
174 | { |
175 | disease->destroy (); |
175 | disease->destroy (); |
176 | return 1; |
176 | return 1; |
177 | } |
177 | } |
178 | } |
178 | } |
179 | else |
179 | else |
180 | { |
180 | { |
181 | /* 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 */ |
182 | /* negative foods denote "perpetual" diseases. */ |
182 | /* negative/zero food denotes "perpetual" diseases. */ |
183 | if (disease->stats.food > 0) |
183 | if (disease->stats.food > 0) |
184 | { |
184 | { |
185 | disease->stats.food--; |
185 | disease->stats.food--; |
186 | |
186 | |
187 | if (disease->stats.food == 0) |
187 | if (!disease->stats.food) |
188 | { |
188 | { |
189 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
189 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
190 | grant_immunity (disease); |
190 | grant_immunity (disease); |
191 | disease->destroy (); |
191 | disease->destroy (); |
192 | return 1; |
192 | return 1; |
… | |
… | |
224 | symptom->destroy (); |
224 | symptom->destroy (); |
225 | } |
225 | } |
226 | |
226 | |
227 | if (victim) |
227 | if (victim) |
228 | victim->update_stats (); |
228 | victim->update_stats (); |
|
|
229 | |
229 | return 0; |
230 | return 0; |
230 | } |
231 | } |
231 | |
232 | |
232 | /* argument is a disease */ |
233 | /* argument is a disease */ |
233 | object * |
234 | object * |
234 | find_symptom (object *disease) |
235 | find_symptom (object *disease) |
235 | { |
236 | { |
236 | object *walk; |
|
|
237 | |
|
|
238 | /* check the inventory for symptoms */ |
237 | /* check the inventory for symptoms */ |
239 | for (walk = disease->env->inv; walk; walk = walk->below) |
238 | for (object *walk = disease->env->inv; walk; walk = walk->below) |
240 | if (walk->name == disease->name && walk->type == SYMPTOM) |
239 | if (walk->name == disease->name && walk->type == SYMPTOM) |
241 | return walk; |
240 | return walk; |
|
|
241 | |
242 | return NULL; |
242 | return NULL; |
243 | } |
243 | } |
244 | |
244 | |
245 | /* searches around for more victims to infect */ |
245 | /* searches around for more victims to infect */ |
246 | int |
246 | int |
… | |
… | |
279 | infect_object (tmp, disease, 0); |
279 | infect_object (tmp, disease, 0); |
280 | } |
280 | } |
281 | |
281 | |
282 | return 1; |
282 | return 1; |
283 | } |
283 | } |
284 | |
|
|
285 | |
284 | |
286 | /* check to see if an object is infectable: |
285 | /* check to see if an object is infectable: |
287 | * objects with immunity aren't infectable. |
286 | * objects with immunity aren't infectable. |
288 | * objects already infected aren't infectable. |
287 | * objects already infected aren't infectable. |
289 | * dead objects aren't infectable. |
288 | * dead objects aren't infectable. |
… | |
… | |
308 | /* roll the dice on infection before doing the inventory check! */ |
307 | /* roll the dice on infection before doing the inventory check! */ |
309 | if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
308 | if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
310 | return 0; |
309 | return 0; |
311 | |
310 | |
312 | /* do an immunity check */ |
311 | /* do an immunity check */ |
313 | if (victim->head) |
|
|
314 | tmp = victim->head->inv; |
|
|
315 | else |
|
|
316 | tmp = victim->inv; |
|
|
317 | |
312 | |
318 | /* There used to (IMO) be a flaw in the below - it used to be the case |
313 | /* There used to (IMO) be a flaw in the below - it used to be the case |
319 | * that if level check was done for both immunity and disease. This could |
314 | * that if level check was done for both immunity and disease. This could |
320 | * result in a person with multiple afflictions of the same disease |
315 | * result in a person with multiple afflictions of the same disease |
321 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
316 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
322 | * they were cast in that same order. Instead, change it so that |
317 | * they were cast in that same order. Instead, change it so that |
323 | * if you diseased, you can't get diseased more. |
318 | * if you diseased, you can't get diseased more. |
324 | */ |
319 | */ |
325 | |
320 | |
326 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
321 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
327 | { |
|
|
328 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
322 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
329 | return 0; /* Immune! */ |
323 | return 0; /* Immune! */ |
330 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
324 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
331 | return 0; /* already diseased */ |
325 | return 0; /* already diseased */ |
332 | } |
|
|
333 | |
326 | |
334 | /* If we've gotten this far, go ahead and infect the victim. */ |
327 | /* If we've gotten this far, go ahead and infect the victim. */ |
|
|
328 | |
335 | new_disease = disease->clone (); |
329 | new_disease = disease->clone (); |
|
|
330 | |
336 | new_disease->stats.food = disease->stats.maxgrace; |
331 | new_disease->stats.food = disease->stats.maxgrace; |
337 | new_disease->value = disease->stats.maxhp; |
332 | new_disease->value = disease->stats.maxhp; |
338 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
333 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
339 | |
334 | |
340 | /* Unfortunately, set_owner does the wrong thing to the skills pointers |
|
|
341 | * resulting in exp going into the owners *current* chosen skill. |
|
|
342 | */ |
|
|
343 | |
|
|
344 | if (disease->owner) |
|
|
345 | { |
|
|
346 | new_disease->set_owner (disease->owner); |
|
|
347 | |
|
|
348 | /* Only need to update skill if different */ |
|
|
349 | if (new_disease->skill != disease->skill) |
|
|
350 | new_disease->skill = disease->skill; |
|
|
351 | } |
|
|
352 | else |
|
|
353 | { /* for diseases which are passed by hitting, set owner and praying skill */ |
|
|
354 | if (disease->env && disease->env->type == PLAYER) |
|
|
355 | { |
|
|
356 | object *player = disease->env; |
|
|
357 | |
|
|
358 | new_disease->set_owner (player); |
|
|
359 | |
|
|
360 | /* the skill pointer for these diseases should already be set up - |
|
|
361 | * hardcoding in 'praying' is not the right approach. |
|
|
362 | */ |
|
|
363 | } |
|
|
364 | } |
|
|
365 | |
|
|
366 | insert_ob_in_ob (new_disease, victim->head_ ()); |
|
|
367 | /* This appears to be a horrible case of overloading 'NO_PASS' |
335 | /* This appears to be a horrible case of overloading 'NO_PASS' |
368 | * for meaning in the diseases. |
336 | * for meaning in the diseases. |
369 | */ |
337 | */ |
370 | new_disease->move_block = 0; |
338 | new_disease->move_block = 0; |
|
|
339 | |
|
|
340 | // insert before setting the owner |
|
|
341 | victim->head_ ()->insert (new_disease); |
|
|
342 | |
|
|
343 | if (disease->owner) |
|
|
344 | new_disease->set_owner (disease->owner); |
|
|
345 | else if (object *pl = disease->in_player ()) |
|
|
346 | /* for diseases which are passed by hitting, set owner and skill */ |
|
|
347 | new_disease->set_owner (pl); |
|
|
348 | |
371 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
349 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
372 | { |
350 | { |
373 | char buf[128]; |
351 | const char *buf; |
374 | |
352 | |
375 | /* if the disease has a title, it has a special infection message |
353 | /* if the disease has a title, it has a special infection message |
376 | * This messages is printed in the form MESSAGE victim |
354 | * This messages is printed in the form MESSAGE victim |
377 | */ |
355 | */ |
378 | if (new_disease->title) |
356 | if (new_disease->title) |
379 | sprintf (buf, "%s %s!!", &disease->title, &victim->name); |
357 | buf = format ("%s %s!!", &disease->title, &victim->name); |
380 | else |
358 | else |
381 | sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
359 | buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
382 | |
360 | |
383 | if (victim->type == PLAYER) |
361 | if (victim->type == PLAYER) |
384 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
362 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
385 | else |
363 | else |
386 | new_draw_info (0, 4, new_disease->owner, buf); |
364 | new_draw_info (0, 4, new_disease->owner, buf); |
387 | } |
365 | } |
|
|
366 | |
388 | if (victim->type == PLAYER) |
367 | if (victim->type == PLAYER) |
389 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
368 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
390 | |
369 | |
391 | return 1; |
370 | return 1; |
392 | |
|
|
393 | } |
371 | } |
394 | |
|
|
395 | |
|
|
396 | |
372 | |
397 | /* this function monitors the symptoms caused by the disease (if any), |
373 | /* this function monitors the symptoms caused by the disease (if any), |
398 | causes symptoms, and modifies existing symptoms in the case of |
374 | causes symptoms, and modifies existing symptoms in the case of |
399 | existing diseases. */ |
375 | existing diseases. */ |
400 | |
|
|
401 | int |
376 | int |
402 | do_symptoms (object *disease) |
377 | do_symptoms (object *disease) |
403 | { |
378 | { |
404 | object *symptom; |
379 | object *symptom; |
405 | object *victim; |
380 | object *victim; |
406 | object *tmp; |
381 | object *tmp; |
407 | |
382 | |
408 | victim = disease->env; |
383 | victim = disease->env; |
|
|
384 | |
|
|
385 | if (!victim) |
|
|
386 | return 0; /* no-one to inflict symptoms on */ |
409 | |
387 | |
410 | /* This is a quick hack - for whatever reason, disease->env will point |
388 | /* This is a quick hack - for whatever reason, disease->env will point |
411 | * back to disease, causing endless loops. Why this happens really needs |
389 | * back to disease, causing endless loops. Why this happens really needs |
412 | * to be found, but this should at least prevent the infinite loops. |
390 | * to be found, but this should at least prevent the infinite loops. |
413 | */ |
391 | */ |
414 | |
392 | //TODO: should no longer be the case, monitor, and remove |
415 | if (victim == NULL || victim == disease) |
393 | if (victim == disease) |
416 | return 0; /* no-one to inflict symptoms on */ |
394 | { |
|
|
395 | LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ()); |
|
|
396 | return 0; |
|
|
397 | } |
417 | |
398 | |
418 | symptom = find_symptom (disease); |
399 | symptom = find_symptom (disease); |
419 | if (symptom == NULL) |
400 | if (!symptom) |
420 | { |
401 | { |
421 | /* no symptom? need to generate one! */ |
402 | /* no symptom? need to generate one! */ |
422 | object *new_symptom; |
|
|
423 | |
403 | |
424 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
404 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
425 | if (!is_susceptible_to_disease (victim, disease)) |
405 | if (!is_susceptible_to_disease (victim, disease)) |
426 | return 0; |
406 | return 0; |
427 | |
407 | |
428 | /* check for an actual immunity */ |
408 | /* check for an actual immunity */ |
429 | /* do an immunity check */ |
409 | /* do an immunity check */ |
430 | if (victim->head) |
410 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
431 | tmp = victim->head->inv; |
|
|
432 | else |
|
|
433 | tmp = victim->inv; |
|
|
434 | |
|
|
435 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
|
|
436 | { |
|
|
437 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
411 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
438 | if (tmp->name == disease->name && tmp->level >= disease->level) |
412 | if (tmp->name == disease->name && tmp->level >= disease->level) |
439 | return 0; /*Immune! */ |
413 | return 0; /* Immune! */ |
440 | } |
|
|
441 | |
414 | |
442 | new_symptom = get_archetype ("symptom"); |
415 | object *new_symptom = get_archetype ("symptom"); |
443 | |
416 | |
444 | /* Something special done with dam. We want diseases to be more |
417 | /* Something special done with dam. We want diseases to be more |
445 | * random in what they'll kill, so we'll make the damage they |
418 | * random in what they'll kill, so we'll make the damage they |
446 | * do random, note, this has a weird effect with progressive diseases. |
419 | * do random, note, this has a weird effect with progressive diseases. |
447 | */ |
420 | */ |
448 | if (disease->stats.dam != 0) |
421 | if (disease->stats.dam) |
449 | { |
422 | { |
450 | int dam = disease->stats.dam; |
423 | int dam = disease->stats.dam; |
451 | |
424 | |
452 | /* reduce the damage, on average, 50%, and making things random. */ |
425 | /* reduce the damage, on average, 50%, and making things random. */ |
453 | |
426 | |
454 | dam = random_roll (1, abs (dam), victim, PREFER_LOW); |
427 | dam = random_roll (1, abs (dam), victim, PREFER_LOW); |
455 | if (disease->stats.dam < 0) |
428 | if (disease->stats.dam < 0) |
456 | dam = -dam; |
429 | dam = -dam; |
|
|
430 | |
457 | new_symptom->stats.dam = dam; |
431 | new_symptom->stats.dam = dam; |
458 | } |
432 | } |
459 | |
433 | |
460 | |
|
|
461 | new_symptom->stats.maxsp = disease->stats.maxsp; |
434 | new_symptom->stats.maxsp = disease->stats.maxsp; |
462 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
435 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
463 | |
436 | |
464 | new_symptom->name = new_symptom->name_pl = disease->name; |
437 | new_symptom->name = new_symptom->name_pl = disease->name; |
465 | |
438 | |
466 | new_symptom->level = disease->level; |
439 | new_symptom->level = disease->level; |
467 | new_symptom->speed = disease->speed; |
440 | new_symptom->speed = disease->speed; |
468 | new_symptom->value = 0; |
441 | new_symptom->value = 0; |
469 | |
442 | |
470 | for (int i = 0; i < NUM_STATS; ++i) |
443 | for (int i = 0; i < NUM_STATS; ++i) |
471 | new_symptom->stats.stat (i) = disease->stats.stat (i); |
444 | new_symptom->stats.stat (i) = disease->stats.stat (i); |
472 | |
445 | |
473 | new_symptom->stats.sp = disease->stats.sp; |
446 | new_symptom->stats.sp = disease->stats.sp; |
474 | new_symptom->stats.food = disease->last_eat; |
447 | new_symptom->stats.food = disease->last_eat; |
475 | new_symptom->stats.maxsp = disease->stats.maxsp; |
448 | new_symptom->stats.maxsp = disease->stats.maxsp; |
476 | new_symptom->last_sp = disease->last_sp; |
449 | new_symptom->last_sp = disease->last_sp; |
477 | new_symptom->stats.exp = 0; |
450 | new_symptom->stats.exp = 0; |
478 | new_symptom->stats.hp = disease->stats.hp; |
451 | new_symptom->stats.hp = disease->stats.hp; |
479 | new_symptom->msg = disease->msg; |
452 | new_symptom->msg = disease->msg; |
480 | new_symptom->attacktype = disease->attacktype; |
453 | new_symptom->attacktype = disease->attacktype; |
481 | new_symptom->other_arch = disease->other_arch; |
454 | new_symptom->other_arch = disease->other_arch; |
|
|
455 | new_symptom->skill = disease->skill; |
482 | |
456 | |
|
|
457 | new_symptom->move_block = 0; |
|
|
458 | |
|
|
459 | victim->head_ ()->insert (new_symptom); |
|
|
460 | |
|
|
461 | // set owner last, as insert clears owner |
483 | new_symptom->set_owner (disease->owner); |
462 | new_symptom->set_owner (disease->owner); |
484 | |
463 | |
485 | if (new_symptom->skill != disease->skill) |
|
|
486 | new_symptom->skill = disease->skill; |
|
|
487 | |
|
|
488 | new_symptom->move_block = 0; |
|
|
489 | insert_ob_in_ob (new_symptom, victim); |
|
|
490 | return 1; |
464 | return 1; |
491 | } |
465 | } |
492 | |
466 | |
493 | /* now deal with progressing diseases: we increase the debility |
467 | /* now deal with progressing diseases: we increase the debility |
494 | * caused by the symptoms. |
468 | * caused by the symptoms. |
495 | */ |
469 | */ |
496 | if (disease->stats.ac != 0) |
470 | if (disease->stats.ac) |
497 | { |
471 | { |
498 | symptom->value += disease->stats.ac; |
472 | symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100); |
499 | |
473 | |
500 | float scale = 1.f + symptom->value / 100.f; |
474 | float scale = 1.f + symptom->value / 100.f; |
501 | |
475 | |
502 | /* now rescale all the debilities */ |
476 | /* now rescale all the debilities */ |
503 | for (int i = 0; i < NUM_STATS; ++i) |
477 | for (int i = 0; i < NUM_STATS; ++i) |
504 | symptom->stats.stat (i) = scale * disease->stats.stat (i); |
478 | symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127); |
505 | |
479 | |
506 | symptom->stats.dam = scale * disease->stats.dam; |
480 | symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024); |
507 | symptom->stats.sp = scale * disease->stats.sp; |
|
|
508 | symptom->stats.food = scale * disease->last_eat; |
481 | symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); |
509 | symptom->stats.maxsp = scale * disease->stats.maxsp; |
482 | symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024); |
510 | symptom->last_sp = scale * disease->last_sp; |
483 | symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024); |
|
|
484 | symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024); |
511 | symptom->stats.exp = 0; |
485 | symptom->stats.exp = 0; |
512 | symptom->stats.hp = scale * disease->stats.hp; |
486 | symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0; |
513 | |
|
|
514 | symptom->msg = disease->msg; |
487 | symptom->msg = disease->msg; |
515 | symptom->attacktype = disease->attacktype; |
488 | symptom->attacktype = disease->attacktype; |
516 | symptom->other_arch = disease->other_arch; |
489 | symptom->other_arch = disease->other_arch; |
517 | } |
490 | } |
518 | |
491 | |
519 | SET_FLAG (symptom, FLAG_APPLIED); |
492 | SET_FLAG (symptom, FLAG_APPLIED); |
520 | victim->update_stats (); |
493 | victim->update_stats (); |
521 | |
494 | |
… | |
… | |
530 | object *walk; |
503 | object *walk; |
531 | |
504 | |
532 | /* Don't give immunity to this disease if last_heal is set. */ |
505 | /* Don't give immunity to this disease if last_heal is set. */ |
533 | if (disease->last_heal) |
506 | if (disease->last_heal) |
534 | return 0; |
507 | return 0; |
|
|
508 | |
535 | /* first, search for an immunity of the same name */ |
509 | /* first, search for an immunity of the same name */ |
536 | for (walk = disease->env->inv; walk; walk = walk->below) |
510 | for (walk = disease->env->inv; walk; walk = walk->below) |
537 | { |
|
|
538 | if (walk->type == 98 && disease->name == walk->name) |
511 | if (walk->type == 98 && disease->name == walk->name) |
539 | { |
512 | { |
540 | walk->level = disease->level; |
513 | walk->level = disease->level; |
541 | return 1; /* just update the existing immunity. */ |
514 | return 1; /* just update the existing immunity. */ |
542 | } |
515 | } |
543 | } |
516 | |
544 | immunity = get_archetype ("immunity"); |
517 | immunity = get_archetype ("immunity"); |
|
|
518 | |
545 | immunity->name = disease->name; |
519 | immunity->name = disease->name; |
546 | immunity->level = disease->level; |
520 | immunity->level = disease->level; |
547 | immunity->move_block = 0; |
521 | immunity->move_block = 0; |
|
|
522 | |
548 | insert_ob_in_ob (immunity, disease->env); |
523 | insert_ob_in_ob (immunity, disease->env); |
|
|
524 | |
549 | return 1; |
525 | return 1; |
550 | |
|
|
551 | } |
526 | } |
552 | |
|
|
553 | |
527 | |
554 | /* make the symptom do the nasty things it does */ |
528 | /* make the symptom do the nasty things it does */ |
555 | |
|
|
556 | int |
529 | int |
557 | move_symptom (object *symptom) |
530 | move_symptom (object *symptom) |
558 | { |
531 | { |
559 | object *victim = symptom->env; |
532 | object *victim = symptom->env; |
560 | object *new_ob; |
533 | object *new_ob; |
561 | int sp_reduce; |
534 | int sp_reduce; |
562 | |
535 | |
563 | if (victim == NULL || victim->map == NULL) |
536 | if (!victim || !victim->map) |
564 | { /* outside a monster/player, die immediately */ |
537 | { /* outside a monster/player, die immediately */ |
565 | symptom->destroy (); |
538 | symptom->destroy (); |
566 | return 0; |
539 | return 0; |
567 | } |
540 | } |
568 | |
541 | |
569 | if (symptom->stats.dam > 0) |
542 | if (symptom->stats.dam > 0) |
570 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
543 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
571 | else |
544 | else |
572 | hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); |
545 | hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); |
573 | |
546 | |
574 | if (symptom->stats.maxsp > 0) |
547 | if (symptom->stats.maxsp > 0) |
575 | sp_reduce = symptom->stats.maxsp; |
548 | sp_reduce = symptom->stats.maxsp; |
576 | else |
549 | else |
577 | sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); |
550 | sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); |
|
|
551 | |
578 | victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); |
552 | victim->stats.sp = max (0, victim->stats.sp - sp_reduce); |
579 | |
553 | |
580 | /* create the symptom "other arch" object and drop it here |
554 | /* create the symptom "other arch" object and drop it here |
581 | * under every part of the monster |
555 | * under every part of the monster |
582 | * The victim may well have died. |
556 | * The victim may well have died. |
583 | */ |
557 | */ |
584 | |
|
|
585 | if (victim->map == NULL) |
|
|
586 | return 0; |
|
|
587 | if (symptom->other_arch) |
558 | if (symptom->other_arch && victim->map) |
588 | { |
559 | for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) |
589 | object *tmp; |
|
|
590 | |
|
|
591 | tmp = victim; |
|
|
592 | if (tmp->head != NULL) |
|
|
593 | tmp = tmp->head; |
|
|
594 | for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more) |
|
|
595 | { |
560 | { |
596 | new_ob = arch_to_object (symptom->other_arch); |
561 | new_ob = arch_to_object (symptom->other_arch); |
597 | new_ob->x = tmp->x; |
562 | new_ob->x = tmp->x; |
598 | new_ob->y = tmp->y; |
563 | new_ob->y = tmp->y; |
599 | new_ob->map = victim->map; |
564 | new_ob->map = victim->map; |
600 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
565 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
601 | } |
566 | } |
602 | } |
567 | |
603 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
568 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
604 | |
569 | |
605 | return 1; |
570 | return 1; |
606 | } |
571 | } |
607 | |
572 | |
… | |
… | |
679 | } |
644 | } |
680 | |
645 | |
681 | /* reduces disease progression: reduce_symptoms |
646 | /* reduces disease progression: reduce_symptoms |
682 | * return true if we actually reduce a disease. |
647 | * return true if we actually reduce a disease. |
683 | */ |
648 | */ |
684 | |
|
|
685 | int |
649 | int |
686 | reduce_symptoms (object *sufferer, int reduction) |
650 | reduce_symptoms (object *sufferer, int reduction) |
687 | { |
651 | { |
688 | object *walk; |
652 | object *walk; |
689 | int success = 0; |
653 | int success = 0; |
… | |
… | |
693 | if (walk->type == SYMPTOM) |
657 | if (walk->type == SYMPTOM) |
694 | { |
658 | { |
695 | if (walk->value > 0) |
659 | if (walk->value > 0) |
696 | { |
660 | { |
697 | success = 1; |
661 | success = 1; |
698 | walk->value = MAX (0, walk->value - 2 * reduction); |
662 | walk->value = max (0, walk->value - 2 * reduction); |
699 | /* give the disease time to modify this symptom, |
663 | /* give the disease time to modify this symptom, |
700 | * and reduce its severity. */ |
664 | * and reduce its severity. */ |
701 | walk->speed_left = 0; |
665 | walk->speed_left = 0; |
702 | } |
666 | } |
703 | } |
667 | } |
704 | } |
668 | } |
|
|
669 | |
705 | if (success) |
670 | if (success) |
706 | new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
671 | new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
|
|
672 | |
707 | return success; |
673 | return success; |
708 | } |
674 | } |