1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | 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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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 <crossfire@schmorp.de> |
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 |
27 | |
27 | */ |
28 | |
|
|
29 | |
28 | |
30 | /* |
29 | /* |
31 | |
30 | |
32 | For DISEASES: |
31 | For DISEASES: |
33 | Stat Property Definition |
32 | Stat Property Definition |
… | |
… | |
45 | dam^ Damage How much damage it does (%?). |
44 | dam^ Damage How much damage it does (%?). |
46 | maxgrace+ Duration How long before the disease is naturally cured. |
45 | maxgrace+ Duration How long before the disease is naturally cured. |
47 | food DurCount Counter for Duration |
46 | food DurCount Counter for Duration |
48 | |
47 | |
49 | speed Speed How often the disease moves. |
48 | speed Speed How often the disease moves. |
50 | last_sp^ Lethargy Percentage of max speed--10 = 10% speed. |
49 | last_sp^ Lethargy Percentage of max speed. 10 = 10% speed. |
51 | |
50 | |
52 | maxsp^ Mana deplete Saps mana. |
51 | maxsp^ Mana deplete Saps mana. |
53 | ac^ Progressiveness How the diseases increases in severity. |
52 | ac^ Progressiveness How the diseases increases in severity. |
54 | last_eat*^ Deplete food saps food if negative |
53 | last_eat*^ Deplete food saps food if negative |
55 | last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
54 | last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
… | |
… | |
126 | |
125 | |
127 | |
126 | |
128 | #include <global.h> |
127 | #include <global.h> |
129 | #include <object.h> |
128 | #include <object.h> |
130 | #include <living.h> |
129 | #include <living.h> |
131 | #ifndef __CEXTRACT__ |
|
|
132 | # include <sproto.h> |
130 | #include <sproto.h> |
133 | #endif |
|
|
134 | #include <spells.h> |
131 | #include <spells.h> |
135 | #include <sounds.h> |
132 | #include <sounds.h> |
136 | #include <skills.h> |
133 | #include <skills.h> |
137 | |
134 | |
138 | /* IMPLEMENTATION NOTES |
135 | /* IMPLEMENTATION NOTES |
… | |
… | |
150 | return 0; |
147 | return 0; |
151 | |
148 | |
152 | if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
149 | if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
153 | return 1; |
150 | return 1; |
154 | |
151 | |
155 | if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
152 | if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
156 | return 1; |
153 | return 1; |
157 | |
154 | |
158 | if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
155 | if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
159 | return 1; |
156 | return 1; |
160 | |
157 | |
… | |
… | |
166 | { |
163 | { |
167 | /* 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. |
168 | * If outside, we decrement 'value' until we're gone. |
165 | * If outside, we decrement 'value' until we're gone. |
169 | */ |
166 | */ |
170 | |
167 | |
171 | if (disease->env == NULL) |
168 | if (!disease->env) |
172 | { /* we're outside of someone */ |
169 | { /* we're outside of someone */ |
173 | if (disease->stats.maxhp > 0) |
170 | if (disease->stats.maxhp > 0) |
174 | disease->value--; |
171 | disease->value--; |
|
|
172 | |
175 | if (disease->value == 0) |
173 | if (!disease->value) |
176 | { |
174 | { |
177 | disease->remove (); |
|
|
178 | disease->destroy (0); |
175 | disease->destroy (); |
179 | return 1; |
176 | return 1; |
180 | } |
177 | } |
181 | } |
178 | } |
182 | else |
179 | else |
183 | { |
180 | { |
184 | /* 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 */ |
185 | /* negative foods denote "perpetual" diseases. */ |
182 | /* negative/zero food denotes "perpetual" diseases. */ |
186 | if (disease->stats.food > 0) |
183 | if (disease->stats.food > 0) |
187 | { |
184 | { |
188 | disease->stats.food--; |
185 | disease->stats.food--; |
|
|
186 | |
189 | if (disease->stats.food == 0) |
187 | if (!disease->stats.food) |
190 | { |
188 | { |
191 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
189 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
192 | grant_immunity (disease); |
190 | grant_immunity (disease); |
193 | disease->remove (); |
|
|
194 | disease->destroy (0); |
191 | disease->destroy (); |
195 | return 1; |
192 | return 1; |
196 | } |
193 | } |
197 | } |
194 | } |
198 | } |
195 | } |
|
|
196 | |
199 | /* check to see if we infect others */ |
197 | /* check to see if we infect others */ |
200 | check_infection (disease); |
198 | check_infection (disease); |
201 | |
199 | |
202 | /* impose or modify the symptoms of the disease */ |
200 | /* impose or modify the symptoms of the disease */ |
203 | if (disease->env && is_susceptible_to_disease (disease->env, disease)) |
201 | if (disease->env && is_susceptible_to_disease (disease->env, disease)) |
… | |
… | |
220 | |
218 | |
221 | while ((symptom = find_symptom (disease)) != NULL) |
219 | while ((symptom = find_symptom (disease)) != NULL) |
222 | { |
220 | { |
223 | if (!victim) |
221 | if (!victim) |
224 | victim = symptom->env; |
222 | victim = symptom->env; |
225 | symptom->remove (); |
223 | |
226 | symptom->destroy (0); |
224 | symptom->destroy (); |
227 | } |
225 | } |
|
|
226 | |
228 | if (victim) |
227 | if (victim) |
229 | fix_player (victim); |
228 | victim->update_stats (); |
|
|
229 | |
230 | return 0; |
230 | return 0; |
231 | } |
231 | } |
232 | |
232 | |
233 | /* argument is a disease */ |
233 | /* argument is a disease */ |
234 | object * |
234 | object * |
235 | find_symptom (object *disease) |
235 | find_symptom (object *disease) |
236 | { |
236 | { |
237 | object *walk; |
|
|
238 | |
|
|
239 | /* check the inventory for symptoms */ |
237 | /* check the inventory for symptoms */ |
240 | for (walk = disease->env->inv; walk; walk = walk->below) |
238 | for (object *walk = disease->env->inv; walk; walk = walk->below) |
241 | if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM) |
239 | if (walk->name == disease->name && walk->type == SYMPTOM) |
242 | return walk; |
240 | return walk; |
|
|
241 | |
243 | return NULL; |
242 | return NULL; |
244 | } |
243 | } |
245 | |
244 | |
246 | /* searches around for more victims to infect */ |
245 | /* searches around for more victims to infect */ |
247 | int |
246 | int |
… | |
… | |
274 | { |
273 | { |
275 | sint16 i2, j2; |
274 | sint16 i2, j2; |
276 | mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
275 | mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
277 | |
276 | |
278 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
277 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
279 | for (tmp = get_map_ob (map2, i2, j2); tmp; tmp = tmp->above) |
278 | for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) |
280 | infect_object (tmp, disease, 0); |
279 | infect_object (tmp, disease, 0); |
281 | } |
280 | } |
282 | |
281 | |
283 | return 1; |
282 | return 1; |
284 | } |
283 | } |
285 | |
|
|
286 | |
284 | |
287 | /* check to see if an object is infectable: |
285 | /* check to see if an object is infectable: |
288 | * objects with immunity aren't infectable. |
286 | * objects with immunity aren't infectable. |
289 | * objects already infected aren't infectable. |
287 | * objects already infected aren't infectable. |
290 | * dead objects aren't infectable. |
288 | * dead objects aren't infectable. |
… | |
… | |
309 | /* roll the dice on infection before doing the inventory check! */ |
307 | /* roll the dice on infection before doing the inventory check! */ |
310 | 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)) |
311 | return 0; |
309 | return 0; |
312 | |
310 | |
313 | /* do an immunity check */ |
311 | /* do an immunity check */ |
314 | if (victim->head) |
|
|
315 | tmp = victim->head->inv; |
|
|
316 | else |
|
|
317 | tmp = victim->inv; |
|
|
318 | |
312 | |
319 | /* 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 |
320 | * 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 |
321 | * result in a person with multiple afflictions of the same disease |
315 | * result in a person with multiple afflictions of the same disease |
322 | * (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 |
323 | * 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 |
324 | * if you diseased, you can't get diseased more. |
318 | * if you diseased, you can't get diseased more. |
325 | */ |
319 | */ |
326 | |
320 | |
327 | for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) |
321 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
328 | { |
|
|
329 | if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) |
322 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
330 | return 0; /*Immune! */ |
323 | return 0; /* Immune! */ |
331 | else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) |
324 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
332 | return 0; /* already diseased */ |
325 | return 0; /* already diseased */ |
333 | } |
|
|
334 | |
326 | |
335 | /* 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. */ |
336 | new_disease = get_object (); |
328 | |
337 | copy_object (disease, new_disease); |
329 | new_disease = disease->clone (); |
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|
330 | |
338 | new_disease->stats.food = disease->stats.maxgrace; |
331 | new_disease->stats.food = disease->stats.maxgrace; |
339 | new_disease->value = disease->stats.maxhp; |
332 | new_disease->value = disease->stats.maxhp; |
340 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
333 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
341 | |
334 | |
342 | /* Unfortunately, set_owner does the wrong thing to the skills pointers |
|
|
343 | * resulting in exp going into the owners *current* chosen skill. |
|
|
344 | */ |
|
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345 | |
|
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346 | if (get_owner (disease)) |
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347 | { |
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348 | set_owner (new_disease, disease->owner); |
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349 | |
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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 | set_owner (new_disease, 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); |
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369 | /* This appears to be a horrible case of overloading 'NO_PASS' |
335 | /* This appears to be a horrible case of overloading 'NO_PASS' |
370 | * for meaning in the diseases. |
336 | * for meaning in the diseases. |
371 | */ |
337 | */ |
372 | new_disease->move_block = 0; |
338 | new_disease->move_block = 0; |
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339 | |
|
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340 | // insert before setting the owner |
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341 | victim->head_ ()->insert (new_disease); |
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342 | |
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343 | if (disease->owner) |
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344 | new_disease->set_owner (disease->owner); |
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345 | else if (object *pl = disease->in_player ()) |
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346 | /* for diseases which are passed by hitting, set owner and skill */ |
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347 | new_disease->set_owner (pl); |
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348 | |
373 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
349 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
374 | { |
350 | { |
375 | char buf[128]; |
351 | const char *buf; |
376 | |
352 | |
377 | /* 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 |
378 | * This messages is printed in the form MESSAGE victim |
354 | * This messages is printed in the form MESSAGE victim |
379 | */ |
355 | */ |
380 | if (new_disease->title) |
356 | if (new_disease->title) |
381 | sprintf (buf, "%s %s!!", &disease->title, &victim->name); |
357 | buf = format ("%s %s!!", &disease->title, &victim->name); |
382 | else |
358 | else |
383 | 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); |
384 | |
360 | |
385 | if (victim->type == PLAYER) |
361 | if (victim->type == PLAYER) |
386 | 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); |
387 | else |
363 | else |
388 | new_draw_info (0, 4, new_disease->owner, buf); |
364 | new_draw_info (0, 4, new_disease->owner, buf); |
389 | } |
365 | } |
|
|
366 | |
390 | if (victim->type == PLAYER) |
367 | if (victim->type == PLAYER) |
391 | 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."); |
392 | |
369 | |
393 | return 1; |
370 | return 1; |
394 | |
|
|
395 | } |
371 | } |
396 | |
|
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397 | |
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398 | |
372 | |
399 | /* this function monitors the symptoms caused by the disease (if any), |
373 | /* this function monitors the symptoms caused by the disease (if any), |
400 | causes symptoms, and modifies existing symptoms in the case of |
374 | causes symptoms, and modifies existing symptoms in the case of |
401 | existing diseases. */ |
375 | existing diseases. */ |
402 | |
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|
403 | int |
376 | int |
404 | do_symptoms (object *disease) |
377 | do_symptoms (object *disease) |
405 | { |
378 | { |
406 | object *symptom; |
379 | object *symptom; |
407 | object *victim; |
380 | object *victim; |
408 | object *tmp; |
381 | object *tmp; |
409 | |
382 | |
410 | victim = disease->env; |
383 | victim = disease->env; |
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|
384 | |
|
|
385 | if (!victim) |
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|
386 | return 0; /* no-one to inflict symptoms on */ |
411 | |
387 | |
412 | /* 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 |
413 | * back to disease, causing endless loops. Why this happens really needs |
389 | * back to disease, causing endless loops. Why this happens really needs |
414 | * 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. |
415 | */ |
391 | */ |
416 | |
392 | //TODO: should no longer be the case, monitor, and remove |
417 | if (victim == NULL || victim == disease) |
393 | if (victim == disease) |
418 | 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 | } |
419 | |
398 | |
420 | symptom = find_symptom (disease); |
399 | symptom = find_symptom (disease); |
421 | if (symptom == NULL) |
400 | if (!symptom) |
422 | { |
401 | { |
423 | /* no symptom? need to generate one! */ |
402 | /* no symptom? need to generate one! */ |
424 | object *new_symptom; |
|
|
425 | |
403 | |
426 | /* 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! */ |
427 | if (!is_susceptible_to_disease (victim, disease)) |
405 | if (!is_susceptible_to_disease (victim, disease)) |
428 | return 0; |
406 | return 0; |
429 | |
407 | |
430 | /* check for an actual immunity */ |
408 | /* check for an actual immunity */ |
431 | /* do an immunity check */ |
409 | /* do an immunity check */ |
432 | if (victim->head) |
410 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
433 | tmp = victim->head->inv; |
|
|
434 | else |
|
|
435 | tmp = victim->inv; |
|
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436 | |
|
|
437 | for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) |
|
|
438 | { |
|
|
439 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
411 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
440 | if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) |
412 | if (tmp->name == disease->name && tmp->level >= disease->level) |
441 | return 0; /*Immune! */ |
413 | return 0; /* Immune! */ |
442 | } |
|
|
443 | |
414 | |
444 | new_symptom = get_archetype (ARCH_SYMPTOM); |
415 | object *new_symptom = get_archetype ("symptom"); |
445 | |
416 | |
446 | /* Something special done with dam. We want diseases to be more |
417 | /* Something special done with dam. We want diseases to be more |
447 | * 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 |
448 | * do random, note, this has a weird effect with progressive diseases. |
419 | * do random, note, this has a weird effect with progressive diseases. |
449 | */ |
420 | */ |
450 | if (disease->stats.dam != 0) |
421 | if (disease->stats.dam) |
451 | { |
422 | { |
452 | int dam = disease->stats.dam; |
423 | int dam = disease->stats.dam; |
453 | |
424 | |
454 | /* reduce the damage, on average, 50%, and making things random. */ |
425 | /* reduce the damage, on average, 50%, and making things random. */ |
455 | |
426 | |
456 | dam = random_roll (1, FABS (dam), victim, PREFER_LOW); |
427 | dam = random_roll (1, abs (dam), victim, PREFER_LOW); |
457 | if (disease->stats.dam < 0) |
428 | if (disease->stats.dam < 0) |
458 | dam = -dam; |
429 | dam = -dam; |
|
|
430 | |
459 | new_symptom->stats.dam = dam; |
431 | new_symptom->stats.dam = dam; |
460 | } |
432 | } |
461 | |
433 | |
462 | |
|
|
463 | new_symptom->stats.maxsp = disease->stats.maxsp; |
434 | new_symptom->stats.maxsp = disease->stats.maxsp; |
464 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
435 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
465 | |
436 | |
466 | new_symptom->name = new_symptom->name_pl = disease->name; |
437 | new_symptom->name = new_symptom->name_pl = disease->name; |
467 | |
438 | |
468 | new_symptom->level = disease->level; |
439 | new_symptom->level = disease->level; |
469 | new_symptom->speed = disease->speed; |
440 | new_symptom->speed = disease->speed; |
470 | new_symptom->value = 0; |
441 | new_symptom->value = 0; |
|
|
442 | |
|
|
443 | for (int i = 0; i < NUM_STATS; ++i) |
471 | new_symptom->stats.Str = disease->stats.Str; |
444 | new_symptom->stats.stat (i) = disease->stats.stat (i); |
472 | new_symptom->stats.Dex = disease->stats.Dex; |
445 | |
473 | new_symptom->stats.Con = disease->stats.Con; |
|
|
474 | new_symptom->stats.Wis = disease->stats.Wis; |
|
|
475 | new_symptom->stats.Int = disease->stats.Int; |
|
|
476 | new_symptom->stats.Pow = disease->stats.Pow; |
|
|
477 | new_symptom->stats.Cha = disease->stats.Cha; |
|
|
478 | new_symptom->stats.sp = disease->stats.sp; |
446 | new_symptom->stats.sp = disease->stats.sp; |
479 | new_symptom->stats.food = disease->last_eat; |
447 | new_symptom->stats.food = disease->last_eat; |
480 | new_symptom->stats.maxsp = disease->stats.maxsp; |
448 | new_symptom->stats.maxsp = disease->stats.maxsp; |
481 | new_symptom->last_sp = disease->last_sp; |
449 | new_symptom->last_sp = disease->last_sp; |
482 | new_symptom->stats.exp = 0; |
450 | new_symptom->stats.exp = 0; |
483 | new_symptom->stats.hp = disease->stats.hp; |
451 | new_symptom->stats.hp = disease->stats.hp; |
484 | new_symptom->msg = disease->msg; |
452 | new_symptom->msg = disease->msg; |
485 | new_symptom->attacktype = disease->attacktype; |
453 | new_symptom->attacktype = disease->attacktype; |
486 | new_symptom->other_arch = disease->other_arch; |
454 | new_symptom->other_arch = disease->other_arch; |
487 | |
|
|
488 | set_owner (new_symptom, disease->owner); |
|
|
489 | |
|
|
490 | if (new_symptom->skill != disease->skill) |
|
|
491 | new_symptom->skill = disease->skill; |
455 | new_symptom->skill = disease->skill; |
492 | |
456 | |
493 | new_symptom->move_block = 0; |
457 | new_symptom->move_block = 0; |
494 | insert_ob_in_ob (new_symptom, victim); |
458 | |
|
|
459 | victim->head_ ()->insert (new_symptom); |
|
|
460 | |
|
|
461 | // set owner last, as insert clears owner |
|
|
462 | new_symptom->set_owner (disease->owner); |
|
|
463 | |
495 | return 1; |
464 | return 1; |
496 | } |
465 | } |
497 | |
466 | |
498 | /* now deal with progressing diseases: we increase the debility |
467 | /* now deal with progressing diseases: we increase the debility |
499 | * caused by the symptoms. |
468 | * caused by the symptoms. |
500 | */ |
469 | */ |
501 | |
|
|
502 | if (disease->stats.ac != 0) |
470 | if (disease->stats.ac) |
503 | { |
471 | { |
504 | float scale; |
472 | symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100); |
505 | |
473 | |
506 | symptom->value += disease->stats.ac; |
|
|
507 | scale = 1.0 + symptom->value / 100.0; |
474 | float scale = 1.f + symptom->value / 100.f; |
|
|
475 | |
508 | /* now rescale all the debilities */ |
476 | /* now rescale all the debilities */ |
509 | symptom->stats.Str = (int) (scale * disease->stats.Str); |
477 | for (int i = 0; i < NUM_STATS; ++i) |
510 | symptom->stats.Dex = (int) (scale * disease->stats.Dex); |
478 | symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127); |
511 | symptom->stats.Con = (int) (scale * disease->stats.Con); |
479 | |
512 | symptom->stats.Wis = (int) (scale * disease->stats.Wis); |
|
|
513 | symptom->stats.Int = (int) (scale * disease->stats.Int); |
|
|
514 | symptom->stats.Pow = (int) (scale * disease->stats.Pow); |
|
|
515 | symptom->stats.Cha = (int) (scale * disease->stats.Cha); |
|
|
516 | symptom->stats.dam = (int) (scale * disease->stats.dam); |
480 | symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024); |
517 | symptom->stats.sp = (int) (scale * disease->stats.sp); |
|
|
518 | symptom->stats.food = (int) (scale * disease->last_eat); |
481 | symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); |
519 | symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); |
482 | symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024); |
520 | symptom->last_sp = (int) (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); |
521 | symptom->stats.exp = 0; |
485 | symptom->stats.exp = 0; |
522 | symptom->stats.hp = (int) (scale * disease->stats.hp); |
486 | symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0; |
523 | symptom->msg = disease->msg; |
487 | symptom->msg = disease->msg; |
524 | symptom->attacktype = disease->attacktype; |
488 | symptom->attacktype = disease->attacktype; |
525 | symptom->other_arch = disease->other_arch; |
489 | symptom->other_arch = disease->other_arch; |
526 | } |
490 | } |
|
|
491 | |
527 | SET_FLAG (symptom, FLAG_APPLIED); |
492 | SET_FLAG (symptom, FLAG_APPLIED); |
528 | fix_player (victim); |
493 | victim->update_stats (); |
|
|
494 | |
529 | return 1; |
495 | return 1; |
530 | } |
496 | } |
531 | |
|
|
532 | |
497 | |
533 | /* grants immunity to plagues we've seen before. */ |
498 | /* grants immunity to plagues we've seen before. */ |
534 | int |
499 | int |
535 | grant_immunity (object *disease) |
500 | grant_immunity (object *disease) |
536 | { |
501 | { |
… | |
… | |
538 | object *walk; |
503 | object *walk; |
539 | |
504 | |
540 | /* 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. */ |
541 | if (disease->last_heal) |
506 | if (disease->last_heal) |
542 | return 0; |
507 | return 0; |
|
|
508 | |
543 | /* first, search for an immunity of the same name */ |
509 | /* first, search for an immunity of the same name */ |
544 | for (walk = disease->env->inv; walk; walk = walk->below) |
510 | for (walk = disease->env->inv; walk; walk = walk->below) |
545 | { |
|
|
546 | if (walk->type == 98 && !strcmp (disease->name, walk->name)) |
511 | if (walk->type == 98 && disease->name == walk->name) |
547 | { |
512 | { |
548 | walk->level = disease->level; |
513 | walk->level = disease->level; |
549 | return 1; /* just update the existing immunity. */ |
514 | return 1; /* just update the existing immunity. */ |
550 | } |
515 | } |
551 | } |
516 | |
552 | immunity = get_archetype ("immunity"); |
517 | immunity = get_archetype ("immunity"); |
|
|
518 | |
553 | immunity->name = disease->name; |
519 | immunity->name = disease->name; |
554 | immunity->level = disease->level; |
520 | immunity->level = disease->level; |
555 | immunity->move_block = 0; |
521 | immunity->move_block = 0; |
|
|
522 | |
556 | insert_ob_in_ob (immunity, disease->env); |
523 | insert_ob_in_ob (immunity, disease->env); |
|
|
524 | |
557 | return 1; |
525 | return 1; |
558 | |
|
|
559 | } |
526 | } |
560 | |
|
|
561 | |
527 | |
562 | /* make the symptom do the nasty things it does */ |
528 | /* make the symptom do the nasty things it does */ |
563 | |
|
|
564 | int |
529 | int |
565 | move_symptom (object *symptom) |
530 | move_symptom (object *symptom) |
566 | { |
531 | { |
567 | object *victim = symptom->env; |
532 | object *victim = symptom->env; |
568 | object *new_ob; |
533 | object *new_ob; |
569 | int sp_reduce; |
534 | int sp_reduce; |
570 | |
535 | |
571 | if (victim == NULL || victim->map == NULL) |
536 | if (!victim || !victim->map) |
572 | { /* outside a monster/player, die immediately */ |
537 | { /* outside a monster/player, die immediately */ |
573 | symptom->remove (); |
|
|
574 | symptom->destroy (0); |
538 | symptom->destroy (); |
575 | return 0; |
539 | return 0; |
576 | } |
540 | } |
577 | |
541 | |
578 | if (symptom->stats.dam > 0) |
542 | if (symptom->stats.dam > 0) |
579 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
543 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
580 | else |
544 | else |
581 | 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); |
582 | |
546 | |
583 | if (symptom->stats.maxsp > 0) |
547 | if (symptom->stats.maxsp > 0) |
584 | sp_reduce = symptom->stats.maxsp; |
548 | sp_reduce = symptom->stats.maxsp; |
585 | else |
549 | else |
586 | 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 | |
587 | victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); |
552 | victim->stats.sp = max (0, victim->stats.sp - sp_reduce); |
588 | |
553 | |
589 | /* create the symptom "other arch" object and drop it here |
554 | /* create the symptom "other arch" object and drop it here |
590 | * under every part of the monster |
555 | * under every part of the monster |
591 | * The victim may well have died. |
556 | * The victim may well have died. |
592 | */ |
557 | */ |
593 | |
|
|
594 | if (victim->map == NULL) |
|
|
595 | return 0; |
|
|
596 | if (symptom->other_arch) |
558 | if (symptom->other_arch && victim->map) |
597 | { |
559 | for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) |
598 | object *tmp; |
|
|
599 | |
|
|
600 | tmp = victim; |
|
|
601 | if (tmp->head != NULL) |
|
|
602 | tmp = tmp->head; |
|
|
603 | for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more) |
|
|
604 | { |
560 | { |
605 | new_ob = arch_to_object (symptom->other_arch); |
561 | new_ob = arch_to_object (symptom->other_arch); |
606 | new_ob->x = tmp->x; |
562 | new_ob->x = tmp->x; |
607 | new_ob->y = tmp->y; |
563 | new_ob->y = tmp->y; |
608 | new_ob->map = victim->map; |
564 | new_ob->map = victim->map; |
609 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
565 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
610 | } |
566 | } |
611 | } |
567 | |
612 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
568 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
613 | |
569 | |
614 | return 1; |
570 | return 1; |
615 | } |
571 | } |
616 | |
572 | |
617 | |
|
|
618 | /* possibly infect due to direct physical contact |
573 | /* possibly infect due to direct physical contact |
619 | i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
574 | * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
620 | |
|
|
621 | int |
575 | int |
622 | check_physically_infect (object *victim, object *hitter) |
576 | check_physically_infect (object *victim, object *hitter) |
623 | { |
577 | { |
624 | object *walk; |
|
|
625 | |
|
|
626 | /* search for diseases, give every disease a chance to infect */ |
578 | /* search for diseases, give every disease a chance to infect */ |
627 | for (walk = hitter->inv; walk != NULL; walk = walk->below) |
579 | for (object *disease = hitter->inv; disease; disease = disease->below) |
628 | if (walk->type == DISEASE) |
580 | if (disease->type == DISEASE) |
629 | infect_object (victim, walk, 0); |
581 | infect_object (victim, disease, 0); |
|
|
582 | |
630 | return 1; |
583 | return 1; |
631 | } |
584 | } |
632 | |
585 | |
633 | /* find a disease in someone*/ |
586 | // find a disease in someone |
634 | object * |
587 | object * |
635 | find_disease (object *victim) |
588 | find_disease (object *victim) |
636 | { |
589 | { |
637 | object *walk; |
590 | for (object *disease = victim->inv; disease; disease = disease->below) |
638 | |
|
|
639 | for (walk = victim->inv; walk; walk = walk->below) |
|
|
640 | if (walk->type == DISEASE) |
591 | if (disease->type == DISEASE) |
641 | return walk; |
592 | return disease; |
|
|
593 | |
642 | return NULL; |
594 | return 0; |
643 | } |
595 | } |
644 | |
596 | |
645 | /* do the cure disease stuff, from the spell "cure disease" */ |
597 | /* do the cure disease stuff, from the spell "cure disease" */ |
646 | |
|
|
647 | int |
598 | int |
648 | cure_disease (object *sufferer, object *caster) |
599 | cure_disease (object *sufferer, object *caster) |
649 | { |
600 | { |
650 | object *disease, *next; |
601 | object *disease, *next; |
651 | int casting_level; |
602 | int casting_level; |
… | |
… | |
660 | { |
611 | { |
661 | next = disease->below; |
612 | next = disease->below; |
662 | |
613 | |
663 | if (disease->type == DISEASE) |
614 | if (disease->type == DISEASE) |
664 | { /* attempt to cure this disease */ |
615 | { /* attempt to cure this disease */ |
665 | /* If caster lvel is higher than disease level, cure chance |
616 | /* If caster level is higher than disease level, cure chance |
666 | * is automatic. If lower, then the chance is basically |
617 | * is automatic. If lower, then the chance is basically |
667 | * 1 in level_diff - if there is a 5 level difference, chance |
618 | * 1 in level_diff - if there is a 5 level difference, chance |
668 | * is 1 in 5. |
619 | * is 1 in 5. |
669 | */ |
620 | */ |
670 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
621 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
671 | { |
622 | { |
672 | |
|
|
673 | remove_symptoms (disease); |
623 | remove_symptoms (disease); |
674 | disease->remove (); |
|
|
675 | cure = 1; |
624 | cure = 1; |
|
|
625 | |
676 | if (caster) |
626 | if (caster) |
677 | change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); |
627 | change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); |
|
|
628 | |
678 | disease->destroy (0); |
629 | disease->destroy (); |
679 | } |
630 | } |
680 | } |
631 | } |
681 | } |
632 | } |
|
|
633 | |
682 | if (cure) |
634 | if (cure) |
683 | { |
635 | { |
684 | /* Only draw these messages once */ |
636 | /* Only draw these messages once */ |
685 | if (caster) |
637 | if (caster) |
686 | new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
638 | new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
|
|
639 | |
687 | new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
640 | new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
688 | } |
641 | } |
|
|
642 | |
689 | return 1; |
643 | return 1; |
690 | } |
644 | } |
691 | |
645 | |
692 | /* reduces disease progression: reduce_symptoms |
646 | /* reduces disease progression: reduce_symptoms |
693 | * return true if we actually reduce a disease. |
647 | * return true if we actually reduce a disease. |
694 | */ |
648 | */ |
695 | |
|
|
696 | int |
649 | int |
697 | reduce_symptoms (object *sufferer, int reduction) |
650 | reduce_symptoms (object *sufferer, int reduction) |
698 | { |
651 | { |
699 | object *walk; |
652 | object *walk; |
700 | int success = 0; |
653 | int success = 0; |
… | |
… | |
704 | if (walk->type == SYMPTOM) |
657 | if (walk->type == SYMPTOM) |
705 | { |
658 | { |
706 | if (walk->value > 0) |
659 | if (walk->value > 0) |
707 | { |
660 | { |
708 | success = 1; |
661 | success = 1; |
709 | walk->value = MAX (0, walk->value - 2 * reduction); |
662 | walk->value = max (0, walk->value - 2 * reduction); |
710 | /* give the disease time to modify this symptom, |
663 | /* give the disease time to modify this symptom, |
711 | * and reduce its severity. */ |
664 | * and reduce its severity. */ |
712 | walk->speed_left = 0; |
665 | walk->speed_left = 0; |
713 | } |
666 | } |
714 | } |
667 | } |
715 | } |
668 | } |
|
|
669 | |
716 | if (success) |
670 | if (success) |
717 | 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 | |
718 | return success; |
673 | return success; |
719 | } |
674 | } |