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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* This file contains all the code implementing diseases, |
24 | /* This file contains all the code implementing diseases, |
26 | except for odds and ends in attack.c and in |
25 | * except for odds and ends in attack.c and in |
27 | living.c*/ |
26 | * living.c |
28 | |
27 | */ |
29 | |
|
|
30 | |
28 | |
31 | /* |
29 | /* |
32 | |
30 | |
33 | For DISEASES: |
31 | For DISEASES: |
34 | Stat Property Definition |
32 | Stat Property Definition |
… | |
… | |
46 | dam^ Damage How much damage it does (%?). |
44 | dam^ Damage How much damage it does (%?). |
47 | maxgrace+ Duration How long before the disease is naturally cured. |
45 | maxgrace+ Duration How long before the disease is naturally cured. |
48 | food DurCount Counter for Duration |
46 | food DurCount Counter for Duration |
49 | |
47 | |
50 | speed Speed How often the disease moves. |
48 | speed Speed How often the disease moves. |
51 | last_sp^ Lethargy Percentage of max speed--10 = 10% speed. |
49 | last_sp^ Lethargy Percentage of max speed. 10 = 10% speed. |
52 | |
50 | |
53 | maxsp^ Mana deplete Saps mana. |
51 | maxsp^ Mana deplete Saps mana. |
54 | ac^ Progressiveness How the diseases increases in severity. |
52 | ac^ Progressiveness How the diseases increases in severity. |
55 | last_eat*^ Deplete food saps food if negative |
53 | last_eat*^ Deplete food saps food if negative |
56 | last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
54 | last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
… | |
… | |
146 | is_susceptible_to_disease (object *victim, object *disease) |
144 | is_susceptible_to_disease (object *victim, object *disease) |
147 | { |
145 | { |
148 | if (!QUERY_FLAG (victim, FLAG_ALIVE)) |
146 | if (!QUERY_FLAG (victim, FLAG_ALIVE)) |
149 | return 0; |
147 | return 0; |
150 | |
148 | |
|
|
149 | if (victim->flag [FLAG_WIZ]) |
|
|
150 | return 0; |
|
|
151 | |
151 | if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
152 | if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
152 | return 1; |
153 | return 1; |
153 | |
154 | |
154 | if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
155 | if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
155 | return 1; |
156 | return 1; |
156 | |
157 | |
157 | if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
158 | if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
158 | return 1; |
159 | return 1; |
159 | |
160 | |
… | |
… | |
165 | { |
166 | { |
166 | /* first task is to determine if the disease is inside or outside of someone. |
167 | /* first task is to determine if the disease is inside or outside of someone. |
167 | * If outside, we decrement 'value' until we're gone. |
168 | * If outside, we decrement 'value' until we're gone. |
168 | */ |
169 | */ |
169 | |
170 | |
170 | if (disease->env == NULL) |
171 | if (!disease->env) |
171 | { /* we're outside of someone */ |
172 | { /* we're outside of someone */ |
172 | if (disease->stats.maxhp > 0) |
173 | if (disease->stats.maxhp > 0) |
173 | disease->value--; |
174 | disease->value--; |
174 | |
175 | |
175 | if (disease->value == 0) |
176 | if (!disease->value) |
176 | { |
177 | { |
177 | disease->destroy (); |
178 | disease->destroy (); |
178 | return 1; |
179 | return 1; |
179 | } |
180 | } |
180 | } |
181 | } |
181 | else |
182 | else |
182 | { |
183 | { |
183 | /* if we're inside a person, have the disease run its course */ |
184 | /* if we're inside a person, have the disease run its course */ |
184 | /* negative foods denote "perpetual" diseases. */ |
185 | /* negative/zero food denotes "perpetual" diseases. */ |
185 | if (disease->stats.food > 0) |
186 | if (disease->stats.food > 0) |
186 | { |
187 | { |
187 | disease->stats.food--; |
188 | disease->stats.food--; |
188 | |
189 | |
189 | if (disease->stats.food == 0) |
190 | if (!disease->stats.food) |
190 | { |
191 | { |
191 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
192 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
192 | grant_immunity (disease); |
193 | grant_immunity (disease); |
193 | disease->destroy (); |
194 | disease->destroy (); |
194 | return 1; |
195 | return 1; |
… | |
… | |
210 | * Modified by MSW 2003-03-28 do try to find all the symptom the |
211 | * Modified by MSW 2003-03-28 do try to find all the symptom the |
211 | * player may have - I think through some odd interactoins with |
212 | * player may have - I think through some odd interactoins with |
212 | * disease level and player level and whatnot, a player could get |
213 | * disease level and player level and whatnot, a player could get |
213 | * more than one symtpom to a disease. |
214 | * more than one symtpom to a disease. |
214 | */ |
215 | */ |
215 | |
|
|
216 | int |
216 | int |
217 | remove_symptoms (object *disease) |
217 | remove_symptoms (object *disease) |
218 | { |
218 | { |
219 | object *symptom, *victim = NULL; |
219 | object *symptom, *victim = NULL; |
220 | |
220 | |
… | |
… | |
226 | symptom->destroy (); |
226 | symptom->destroy (); |
227 | } |
227 | } |
228 | |
228 | |
229 | if (victim) |
229 | if (victim) |
230 | victim->update_stats (); |
230 | victim->update_stats (); |
|
|
231 | |
231 | return 0; |
232 | return 0; |
232 | } |
233 | } |
233 | |
234 | |
234 | /* argument is a disease */ |
235 | /* argument is a disease */ |
235 | object * |
236 | object * |
236 | find_symptom (object *disease) |
237 | find_symptom (object *disease) |
237 | { |
238 | { |
238 | object *walk; |
|
|
239 | |
|
|
240 | /* check the inventory for symptoms */ |
239 | /* check the inventory for symptoms */ |
241 | for (walk = disease->env->inv; walk; walk = walk->below) |
240 | for (object *walk = disease->env->inv; walk; walk = walk->below) |
242 | if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM) |
241 | if (walk->name == disease->name && walk->type == SYMPTOM) |
243 | return walk; |
242 | return walk; |
|
|
243 | |
244 | return NULL; |
244 | return NULL; |
245 | } |
245 | } |
246 | |
246 | |
247 | /* searches around for more victims to infect */ |
247 | /* searches around for more victims to infect */ |
248 | int |
248 | int |
249 | check_infection (object *disease) |
249 | check_infection (object *disease) |
250 | { |
250 | { |
251 | int x, y, range, mflags; |
251 | int x, y; |
252 | maptile *map, *map2; |
252 | maptile *map, *map2; |
253 | object *tmp; |
253 | object *tmp; |
254 | |
254 | |
255 | range = abs (disease->magic); |
255 | int range = abs (disease->magic); |
256 | |
256 | |
257 | if (disease->env) |
257 | if (disease->env) |
258 | { |
258 | { |
259 | x = disease->env->x; |
259 | x = disease->env->x; |
260 | y = disease->env->y; |
260 | y = disease->env->y; |
… | |
… | |
272 | |
272 | |
273 | for (int i = x - range; i <= x + range; i++) |
273 | for (int i = x - range; i <= x + range; i++) |
274 | for (int j = y - range; j <= y + range; j++) |
274 | for (int j = y - range; j <= y + range; j++) |
275 | { |
275 | { |
276 | sint16 i2, j2; |
276 | sint16 i2, j2; |
277 | mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
277 | int mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
278 | |
278 | |
279 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
279 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
280 | for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) |
280 | for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) |
281 | infect_object (tmp, disease, 0); |
281 | infect_object (tmp, disease, 0); |
282 | } |
282 | } |
283 | |
283 | |
284 | return 1; |
284 | return 1; |
285 | } |
285 | } |
286 | |
|
|
287 | |
286 | |
288 | /* check to see if an object is infectable: |
287 | /* check to see if an object is infectable: |
289 | * objects with immunity aren't infectable. |
288 | * objects with immunity aren't infectable. |
290 | * objects already infected aren't infectable. |
289 | * objects already infected aren't infectable. |
291 | * dead objects aren't infectable. |
290 | * dead objects aren't infectable. |
… | |
… | |
310 | /* roll the dice on infection before doing the inventory check! */ |
309 | /* roll the dice on infection before doing the inventory check! */ |
311 | if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
310 | if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
312 | return 0; |
311 | return 0; |
313 | |
312 | |
314 | /* do an immunity check */ |
313 | /* do an immunity check */ |
315 | if (victim->head) |
|
|
316 | tmp = victim->head->inv; |
|
|
317 | else |
|
|
318 | tmp = victim->inv; |
|
|
319 | |
314 | |
320 | /* There used to (IMO) be a flaw in the below - it used to be the case |
315 | /* 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 |
316 | * 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 |
317 | * 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 |
318 | * (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 |
319 | * they were cast in that same order. Instead, change it so that |
325 | * if you diseased, you can't get diseased more. |
320 | * if you diseased, you can't get diseased more. |
326 | */ |
321 | */ |
327 | |
322 | |
328 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
323 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
329 | { |
|
|
330 | if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) |
324 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
331 | return 0; /* Immune! */ |
325 | return 0; /* Immune! */ |
332 | else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) |
326 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
333 | return 0; /* already diseased */ |
327 | return 0; /* already diseased */ |
334 | } |
|
|
335 | |
328 | |
336 | /* If we've gotten this far, go ahead and infect the victim. */ |
329 | /* If we've gotten this far, go ahead and infect the victim. */ |
|
|
330 | |
337 | new_disease = disease->clone (); |
331 | new_disease = disease->clone (); |
|
|
332 | |
338 | new_disease->stats.food = disease->stats.maxgrace; |
333 | new_disease->stats.food = disease->stats.maxgrace; |
339 | new_disease->value = disease->stats.maxhp; |
334 | new_disease->value = disease->stats.maxhp; |
340 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
335 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
341 | |
336 | |
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); |
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|
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); |
|
|
369 | /* This appears to be a horrible case of overloading 'NO_PASS' |
337 | /* This appears to be a horrible case of overloading 'NO_PASS' |
370 | * for meaning in the diseases. |
338 | * for meaning in the diseases. |
371 | */ |
339 | */ |
372 | new_disease->move_block = 0; |
340 | new_disease->move_block = 0; |
|
|
341 | |
|
|
342 | // insert before setting the owner |
|
|
343 | victim->head_ ()->insert (new_disease); |
|
|
344 | |
|
|
345 | if (disease->owner) |
|
|
346 | new_disease->set_owner (disease->owner); |
|
|
347 | else if (object *pl = disease->in_player ()) |
|
|
348 | /* for diseases which are passed by hitting, set owner and skill */ |
|
|
349 | new_disease->set_owner (pl); |
|
|
350 | |
373 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
351 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
374 | { |
352 | { |
375 | char buf[128]; |
353 | const char *buf; |
376 | |
354 | |
377 | /* if the disease has a title, it has a special infection message |
355 | /* if the disease has a title, it has a special infection message |
378 | * This messages is printed in the form MESSAGE victim |
356 | * This messages is printed in the form MESSAGE victim |
379 | */ |
357 | */ |
380 | if (new_disease->title) |
358 | if (new_disease->title) |
381 | sprintf (buf, "%s %s!!", &disease->title, &victim->name); |
359 | buf = format ("%s %s!!", &disease->title, &victim->name); |
382 | else |
360 | else |
383 | sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
361 | buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
384 | |
362 | |
385 | if (victim->type == PLAYER) |
363 | if (victim->type == PLAYER) |
386 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
364 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
387 | else |
365 | else |
388 | new_draw_info (0, 4, new_disease->owner, buf); |
366 | new_draw_info (0, 4, new_disease->owner, buf); |
389 | } |
367 | } |
|
|
368 | |
390 | if (victim->type == PLAYER) |
369 | if (victim->type == PLAYER) |
391 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
370 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
392 | |
371 | |
393 | return 1; |
372 | return 1; |
394 | |
|
|
395 | } |
373 | } |
396 | |
|
|
397 | |
|
|
398 | |
374 | |
399 | /* this function monitors the symptoms caused by the disease (if any), |
375 | /* this function monitors the symptoms caused by the disease (if any), |
400 | causes symptoms, and modifies existing symptoms in the case of |
376 | causes symptoms, and modifies existing symptoms in the case of |
401 | existing diseases. */ |
377 | existing diseases. */ |
402 | |
|
|
403 | int |
378 | int |
404 | do_symptoms (object *disease) |
379 | do_symptoms (object *disease) |
405 | { |
380 | { |
406 | object *symptom; |
381 | object *symptom; |
407 | object *victim; |
382 | object *victim; |
408 | object *tmp; |
383 | object *tmp; |
409 | |
384 | |
410 | victim = disease->env; |
385 | victim = disease->env; |
|
|
386 | |
|
|
387 | if (!victim) |
|
|
388 | return 0; /* no-one to inflict symptoms on */ |
411 | |
389 | |
412 | /* This is a quick hack - for whatever reason, disease->env will point |
390 | /* This is a quick hack - for whatever reason, disease->env will point |
413 | * back to disease, causing endless loops. Why this happens really needs |
391 | * back to disease, causing endless loops. Why this happens really needs |
414 | * to be found, but this should at least prevent the infinite loops. |
392 | * to be found, but this should at least prevent the infinite loops. |
415 | */ |
393 | */ |
416 | |
394 | //TODO: should no longer be the case, monitor, and remove |
417 | if (victim == NULL || victim == disease) |
395 | if (victim == disease) |
418 | return 0; /* no-one to inflict symptoms on */ |
396 | { |
|
|
397 | LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ()); |
|
|
398 | return 0; |
|
|
399 | } |
419 | |
400 | |
420 | symptom = find_symptom (disease); |
401 | symptom = find_symptom (disease); |
421 | if (symptom == NULL) |
402 | if (!symptom) |
422 | { |
403 | { |
423 | /* no symptom? need to generate one! */ |
404 | /* no symptom? need to generate one! */ |
424 | object *new_symptom; |
|
|
425 | |
405 | |
426 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
406 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
427 | if (!is_susceptible_to_disease (victim, disease)) |
407 | if (!is_susceptible_to_disease (victim, disease)) |
428 | return 0; |
408 | return 0; |
429 | |
409 | |
430 | /* check for an actual immunity */ |
410 | /* check for an actual immunity */ |
431 | /* do an immunity check */ |
411 | /* do an immunity check */ |
432 | if (victim->head) |
412 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
433 | tmp = victim->head->inv; |
|
|
434 | else |
|
|
435 | tmp = victim->inv; |
|
|
436 | |
|
|
437 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
|
|
438 | { |
|
|
439 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
413 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
440 | if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) |
414 | if (tmp->name == disease->name && tmp->level >= disease->level) |
441 | return 0; /*Immune! */ |
415 | return 0; /* Immune! */ |
442 | } |
|
|
443 | |
416 | |
444 | new_symptom = get_archetype (ARCH_SYMPTOM); |
417 | object *new_symptom = get_archetype ("symptom"); |
445 | |
418 | |
446 | /* Something special done with dam. We want diseases to be more |
419 | /* 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 |
420 | * 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. |
421 | * do random, note, this has a weird effect with progressive diseases. |
449 | */ |
422 | */ |
450 | if (disease->stats.dam != 0) |
423 | if (disease->stats.dam) |
451 | { |
424 | { |
452 | int dam = disease->stats.dam; |
425 | int dam = disease->stats.dam; |
453 | |
426 | |
454 | /* reduce the damage, on average, 50%, and making things random. */ |
427 | /* reduce the damage, on average, 50%, and making things random. */ |
455 | |
428 | |
456 | dam = random_roll (1, FABS (dam), victim, PREFER_LOW); |
429 | dam = random_roll (1, abs (dam), victim, PREFER_LOW); |
457 | if (disease->stats.dam < 0) |
430 | if (disease->stats.dam < 0) |
458 | dam = -dam; |
431 | dam = -dam; |
|
|
432 | |
459 | new_symptom->stats.dam = dam; |
433 | new_symptom->stats.dam = dam; |
460 | } |
434 | } |
461 | |
435 | |
462 | |
|
|
463 | new_symptom->stats.maxsp = disease->stats.maxsp; |
436 | new_symptom->stats.maxsp = disease->stats.maxsp; |
464 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
437 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
465 | |
438 | |
466 | new_symptom->name = new_symptom->name_pl = disease->name; |
439 | new_symptom->name = new_symptom->name_pl = disease->name; |
467 | |
440 | |
468 | new_symptom->level = disease->level; |
441 | new_symptom->level = disease->level; |
469 | new_symptom->speed = disease->speed; |
442 | new_symptom->speed = disease->speed; |
470 | new_symptom->value = 0; |
443 | new_symptom->value = 0; |
|
|
444 | |
|
|
445 | for (int i = 0; i < NUM_STATS; ++i) |
471 | new_symptom->stats.Str = disease->stats.Str; |
446 | new_symptom->stats.stat (i) = disease->stats.stat (i); |
472 | new_symptom->stats.Dex = disease->stats.Dex; |
447 | |
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; |
448 | new_symptom->stats.sp = disease->stats.sp; |
479 | new_symptom->stats.food = disease->last_eat; |
449 | new_symptom->stats.food = disease->last_eat; |
480 | new_symptom->stats.maxsp = disease->stats.maxsp; |
450 | new_symptom->stats.maxsp = disease->stats.maxsp; |
481 | new_symptom->last_sp = disease->last_sp; |
451 | new_symptom->last_sp = disease->last_sp; |
482 | new_symptom->stats.exp = 0; |
452 | new_symptom->stats.exp = 0; |
483 | new_symptom->stats.hp = disease->stats.hp; |
453 | new_symptom->stats.hp = disease->stats.hp; |
484 | new_symptom->msg = disease->msg; |
454 | new_symptom->msg = disease->msg; |
485 | new_symptom->attacktype = disease->attacktype; |
455 | new_symptom->attacktype = disease->attacktype; |
486 | new_symptom->other_arch = disease->other_arch; |
456 | new_symptom->other_arch = disease->other_arch; |
|
|
457 | new_symptom->skill = disease->skill; |
487 | |
458 | |
|
|
459 | new_symptom->move_block = 0; |
|
|
460 | |
|
|
461 | victim->head_ ()->insert (new_symptom); |
|
|
462 | |
|
|
463 | // set owner last, as insert clears owner |
488 | new_symptom->set_owner (disease->owner); |
464 | new_symptom->set_owner (disease->owner); |
489 | |
465 | |
490 | if (new_symptom->skill != disease->skill) |
|
|
491 | new_symptom->skill = disease->skill; |
|
|
492 | |
|
|
493 | new_symptom->move_block = 0; |
|
|
494 | insert_ob_in_ob (new_symptom, victim); |
|
|
495 | return 1; |
466 | return 1; |
496 | } |
467 | } |
497 | |
468 | |
498 | /* now deal with progressing diseases: we increase the debility |
469 | /* now deal with progressing diseases: we increase the debility |
499 | * caused by the symptoms. |
470 | * caused by the symptoms. |
500 | */ |
471 | */ |
501 | |
|
|
502 | if (disease->stats.ac != 0) |
472 | if (disease->stats.ac) |
503 | { |
473 | { |
504 | float scale; |
474 | symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100); |
505 | |
475 | |
506 | symptom->value += disease->stats.ac; |
|
|
507 | scale = 1.0 + symptom->value / 100.0; |
476 | float scale = 1.f + symptom->value / 100.f; |
|
|
477 | |
508 | /* now rescale all the debilities */ |
478 | /* now rescale all the debilities */ |
509 | symptom->stats.Str = (int) (scale * disease->stats.Str); |
479 | for (int i = 0; i < NUM_STATS; ++i) |
510 | symptom->stats.Dex = (int) (scale * disease->stats.Dex); |
480 | symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127); |
511 | symptom->stats.Con = (int) (scale * disease->stats.Con); |
481 | |
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); |
482 | 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); |
483 | symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); |
519 | symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); |
484 | symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024); |
520 | symptom->last_sp = (int) (scale * disease->last_sp); |
485 | symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024); |
|
|
486 | symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024); |
521 | symptom->stats.exp = 0; |
487 | symptom->stats.exp = 0; |
522 | symptom->stats.hp = (int) (scale * disease->stats.hp); |
488 | symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0; |
523 | symptom->msg = disease->msg; |
489 | symptom->msg = disease->msg; |
524 | symptom->attacktype = disease->attacktype; |
490 | symptom->attacktype = disease->attacktype; |
525 | symptom->other_arch = disease->other_arch; |
491 | symptom->other_arch = disease->other_arch; |
526 | } |
492 | } |
|
|
493 | |
527 | SET_FLAG (symptom, FLAG_APPLIED); |
494 | SET_FLAG (symptom, FLAG_APPLIED); |
528 | victim->update_stats (); |
495 | victim->update_stats (); |
|
|
496 | |
529 | return 1; |
497 | return 1; |
530 | } |
498 | } |
531 | |
|
|
532 | |
499 | |
533 | /* grants immunity to plagues we've seen before. */ |
500 | /* grants immunity to plagues we've seen before. */ |
534 | int |
501 | int |
535 | grant_immunity (object *disease) |
502 | grant_immunity (object *disease) |
536 | { |
503 | { |
… | |
… | |
538 | object *walk; |
505 | object *walk; |
539 | |
506 | |
540 | /* Don't give immunity to this disease if last_heal is set. */ |
507 | /* Don't give immunity to this disease if last_heal is set. */ |
541 | if (disease->last_heal) |
508 | if (disease->last_heal) |
542 | return 0; |
509 | return 0; |
|
|
510 | |
543 | /* first, search for an immunity of the same name */ |
511 | /* first, search for an immunity of the same name */ |
544 | for (walk = disease->env->inv; walk; walk = walk->below) |
512 | for (walk = disease->env->inv; walk; walk = walk->below) |
545 | { |
|
|
546 | if (walk->type == 98 && !strcmp (disease->name, walk->name)) |
513 | if (walk->type == 98 && disease->name == walk->name) |
547 | { |
514 | { |
548 | walk->level = disease->level; |
515 | walk->level = disease->level; |
549 | return 1; /* just update the existing immunity. */ |
516 | return 1; /* just update the existing immunity. */ |
550 | } |
517 | } |
551 | } |
518 | |
552 | immunity = get_archetype ("immunity"); |
519 | immunity = get_archetype ("immunity"); |
|
|
520 | |
553 | immunity->name = disease->name; |
521 | immunity->name = disease->name; |
554 | immunity->level = disease->level; |
522 | immunity->level = disease->level; |
555 | immunity->move_block = 0; |
523 | immunity->move_block = 0; |
|
|
524 | |
556 | insert_ob_in_ob (immunity, disease->env); |
525 | insert_ob_in_ob (immunity, disease->env); |
|
|
526 | |
557 | return 1; |
527 | return 1; |
558 | |
|
|
559 | } |
528 | } |
560 | |
|
|
561 | |
529 | |
562 | /* make the symptom do the nasty things it does */ |
530 | /* make the symptom do the nasty things it does */ |
563 | |
|
|
564 | int |
531 | int |
565 | move_symptom (object *symptom) |
532 | move_symptom (object *symptom) |
566 | { |
533 | { |
567 | object *victim = symptom->env; |
534 | object *victim = symptom->env; |
568 | object *new_ob; |
535 | object *new_ob; |
569 | int sp_reduce; |
536 | int sp_reduce; |
570 | |
537 | |
571 | if (victim == NULL || victim->map == NULL) |
538 | if (!victim || !victim->map) |
572 | { /* outside a monster/player, die immediately */ |
539 | { /* outside a monster/player, die immediately */ |
573 | symptom->destroy (); |
540 | symptom->destroy (); |
574 | return 0; |
541 | return 0; |
575 | } |
542 | } |
576 | |
543 | |
577 | if (symptom->stats.dam > 0) |
544 | if (symptom->stats.dam > 0) |
578 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
545 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
579 | else |
546 | else |
580 | hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); |
547 | hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); |
581 | |
548 | |
582 | if (symptom->stats.maxsp > 0) |
549 | if (symptom->stats.maxsp > 0) |
583 | sp_reduce = symptom->stats.maxsp; |
550 | sp_reduce = symptom->stats.maxsp; |
584 | else |
551 | else |
585 | sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); |
552 | sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); |
|
|
553 | |
586 | victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); |
554 | victim->stats.sp = max (0, victim->stats.sp - sp_reduce); |
587 | |
555 | |
588 | /* create the symptom "other arch" object and drop it here |
556 | /* create the symptom "other arch" object and drop it here |
589 | * under every part of the monster |
557 | * under every part of the monster |
590 | * The victim may well have died. |
558 | * The victim may well have died. |
591 | */ |
559 | */ |
592 | |
|
|
593 | if (victim->map == NULL) |
|
|
594 | return 0; |
|
|
595 | if (symptom->other_arch) |
560 | if (symptom->other_arch && victim->map) |
596 | { |
561 | for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) |
597 | object *tmp; |
|
|
598 | |
|
|
599 | tmp = victim; |
|
|
600 | if (tmp->head != NULL) |
|
|
601 | tmp = tmp->head; |
|
|
602 | for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more) |
|
|
603 | { |
562 | { |
604 | new_ob = arch_to_object (symptom->other_arch); |
563 | new_ob = arch_to_object (symptom->other_arch); |
605 | new_ob->x = tmp->x; |
564 | new_ob->x = tmp->x; |
606 | new_ob->y = tmp->y; |
565 | new_ob->y = tmp->y; |
607 | new_ob->map = victim->map; |
566 | new_ob->map = victim->map; |
608 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
567 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
609 | } |
568 | } |
610 | } |
569 | |
611 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
570 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
612 | |
571 | |
613 | return 1; |
572 | return 1; |
614 | } |
573 | } |
615 | |
574 | |
616 | |
|
|
617 | /* possibly infect due to direct physical contact |
575 | /* possibly infect due to direct physical contact |
618 | i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
576 | * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
619 | |
|
|
620 | int |
577 | int |
621 | check_physically_infect (object *victim, object *hitter) |
578 | check_physically_infect (object *victim, object *hitter) |
622 | { |
579 | { |
623 | object *walk; |
|
|
624 | |
|
|
625 | /* search for diseases, give every disease a chance to infect */ |
580 | /* search for diseases, give every disease a chance to infect */ |
626 | for (walk = hitter->inv; walk != NULL; walk = walk->below) |
581 | for (object *disease = hitter->inv; disease; disease = disease->below) |
627 | if (walk->type == DISEASE) |
582 | if (disease->type == DISEASE) |
628 | infect_object (victim, walk, 0); |
583 | infect_object (victim, disease, 0); |
|
|
584 | |
629 | return 1; |
585 | return 1; |
630 | } |
586 | } |
631 | |
587 | |
632 | /* find a disease in someone*/ |
588 | // find a disease in someone |
633 | object * |
589 | object * |
634 | find_disease (object *victim) |
590 | find_disease (object *victim) |
635 | { |
591 | { |
636 | object *walk; |
592 | for (object *disease = victim->inv; disease; disease = disease->below) |
637 | |
|
|
638 | for (walk = victim->inv; walk; walk = walk->below) |
|
|
639 | if (walk->type == DISEASE) |
593 | if (disease->type == DISEASE) |
640 | return walk; |
594 | return disease; |
|
|
595 | |
641 | return NULL; |
596 | return 0; |
642 | } |
597 | } |
643 | |
598 | |
644 | /* do the cure disease stuff, from the spell "cure disease" */ |
599 | /* do the cure disease stuff, from the spell "cure disease" */ |
645 | |
|
|
646 | int |
600 | int |
647 | cure_disease (object *sufferer, object *caster) |
601 | cure_disease (object *sufferer, object *caster, object *spell) |
648 | { |
602 | { |
649 | object *disease, *next; |
603 | object *disease, *next; |
650 | int casting_level; |
|
|
651 | int cure = 0; |
604 | int cure = 0; |
652 | |
605 | |
653 | if (caster) |
|
|
654 | casting_level = caster->level; |
|
|
655 | else |
|
|
656 | casting_level = 1000; /* if null caster, CURE all. */ |
606 | int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */ |
657 | |
607 | |
658 | for (disease = sufferer->inv; disease; disease = next) |
608 | for (disease = sufferer->inv; disease; disease = next) |
659 | { |
609 | { |
660 | next = disease->below; |
610 | next = disease->below; |
661 | |
611 | |
662 | if (disease->type == DISEASE) |
612 | if (disease->type == DISEASE) |
663 | { /* attempt to cure this disease */ |
613 | { /* attempt to cure this disease */ |
664 | /* If caster lvel is higher than disease level, cure chance |
614 | /* If caster level is higher than disease level, cure chance |
665 | * is automatic. If lower, then the chance is basically |
615 | * is automatic. If lower, then the chance is basically |
666 | * 1 in level_diff - if there is a 5 level difference, chance |
616 | * 1 in level_diff - if there is a 5 level difference, chance |
667 | * is 1 in 5. |
617 | * is 1 in 5. |
668 | */ |
618 | */ |
669 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
619 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
670 | { |
620 | { |
671 | |
|
|
672 | remove_symptoms (disease); |
621 | remove_symptoms (disease); |
673 | cure = 1; |
622 | cure = 1; |
674 | |
623 | |
675 | if (caster) |
624 | if (caster && spell) |
676 | change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); |
625 | change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY); |
677 | |
626 | |
678 | disease->destroy (); |
627 | disease->destroy (); |
679 | } |
628 | } |
680 | } |
629 | } |
681 | } |
630 | } |
|
|
631 | |
682 | if (cure) |
632 | if (cure) |
683 | { |
633 | { |
684 | /* Only draw these messages once */ |
634 | /* Only draw these messages once */ |
685 | if (caster) |
635 | if (caster) |
686 | new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
636 | new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
|
|
637 | |
687 | new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
638 | new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
688 | } |
639 | } |
|
|
640 | |
689 | return 1; |
641 | return 1; |
690 | } |
642 | } |
691 | |
643 | |
692 | /* reduces disease progression: reduce_symptoms |
644 | /* reduces disease progression: reduce_symptoms |
693 | * return true if we actually reduce a disease. |
645 | * return true if we actually reduce a disease. |
694 | */ |
646 | */ |
695 | |
|
|
696 | int |
647 | int |
697 | reduce_symptoms (object *sufferer, int reduction) |
648 | reduce_symptoms (object *sufferer, int reduction) |
698 | { |
649 | { |
699 | object *walk; |
650 | object *walk; |
700 | int success = 0; |
651 | int success = 0; |
… | |
… | |
704 | if (walk->type == SYMPTOM) |
655 | if (walk->type == SYMPTOM) |
705 | { |
656 | { |
706 | if (walk->value > 0) |
657 | if (walk->value > 0) |
707 | { |
658 | { |
708 | success = 1; |
659 | success = 1; |
709 | walk->value = MAX (0, walk->value - 2 * reduction); |
660 | walk->value = max (0, walk->value - 2 * reduction); |
710 | /* give the disease time to modify this symptom, |
661 | /* give the disease time to modify this symptom, |
711 | * and reduce its severity. */ |
662 | * and reduce its severity. */ |
712 | walk->speed_left = 0; |
663 | walk->speed_left = 0; |
713 | } |
664 | } |
714 | } |
665 | } |
715 | } |
666 | } |
|
|
667 | |
716 | if (success) |
668 | if (success) |
717 | new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
669 | new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
|
|
670 | |
718 | return success; |
671 | return success; |
719 | } |
672 | } |