… | |
… | |
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 |
… | |
… | |
144 | is_susceptible_to_disease (object *victim, object *disease) |
144 | is_susceptible_to_disease (object *victim, object *disease) |
145 | { |
145 | { |
146 | if (!QUERY_FLAG (victim, FLAG_ALIVE)) |
146 | if (!QUERY_FLAG (victim, FLAG_ALIVE)) |
147 | return 0; |
147 | return 0; |
148 | |
148 | |
|
|
149 | if (victim->flag [FLAG_WIZ]) |
|
|
150 | return 0; |
|
|
151 | |
149 | if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
152 | if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
150 | return 1; |
153 | return 1; |
151 | |
154 | |
152 | if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
155 | if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
153 | return 1; |
156 | return 1; |
… | |
… | |
163 | { |
166 | { |
164 | /* 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. |
165 | * If outside, we decrement 'value' until we're gone. |
168 | * If outside, we decrement 'value' until we're gone. |
166 | */ |
169 | */ |
167 | |
170 | |
168 | if (disease->env == NULL) |
171 | if (!disease->env) |
169 | { /* we're outside of someone */ |
172 | { /* we're outside of someone */ |
170 | if (disease->stats.maxhp > 0) |
173 | if (disease->stats.maxhp > 0) |
171 | disease->value--; |
174 | disease->value--; |
172 | |
175 | |
173 | if (disease->value == 0) |
176 | if (!disease->value) |
174 | { |
177 | { |
175 | disease->destroy (); |
178 | disease->destroy (); |
176 | return 1; |
179 | return 1; |
177 | } |
180 | } |
178 | } |
181 | } |
179 | else |
182 | else |
180 | { |
183 | { |
181 | /* 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 */ |
182 | /* negative foods denote "perpetual" diseases. */ |
185 | /* negative/zero food denotes "perpetual" diseases. */ |
183 | if (disease->stats.food > 0) |
186 | if (disease->stats.food > 0) |
184 | { |
187 | { |
185 | disease->stats.food--; |
188 | disease->stats.food--; |
186 | |
189 | |
187 | if (disease->stats.food == 0) |
190 | if (!disease->stats.food) |
188 | { |
191 | { |
189 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
192 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
190 | grant_immunity (disease); |
193 | grant_immunity (disease); |
191 | disease->destroy (); |
194 | disease->destroy (); |
192 | return 1; |
195 | return 1; |
… | |
… | |
208 | * 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 |
209 | * player may have - I think through some odd interactoins with |
212 | * player may have - I think through some odd interactoins with |
210 | * disease level and player level and whatnot, a player could get |
213 | * disease level and player level and whatnot, a player could get |
211 | * more than one symtpom to a disease. |
214 | * more than one symtpom to a disease. |
212 | */ |
215 | */ |
213 | |
|
|
214 | int |
216 | int |
215 | remove_symptoms (object *disease) |
217 | remove_symptoms (object *disease) |
216 | { |
218 | { |
217 | object *symptom, *victim = NULL; |
219 | object *symptom, *victim = NULL; |
218 | |
220 | |
… | |
… | |
224 | symptom->destroy (); |
226 | symptom->destroy (); |
225 | } |
227 | } |
226 | |
228 | |
227 | if (victim) |
229 | if (victim) |
228 | victim->update_stats (); |
230 | victim->update_stats (); |
|
|
231 | |
229 | return 0; |
232 | return 0; |
230 | } |
233 | } |
231 | |
234 | |
232 | /* argument is a disease */ |
235 | /* argument is a disease */ |
233 | object * |
236 | object * |
234 | find_symptom (object *disease) |
237 | find_symptom (object *disease) |
235 | { |
238 | { |
236 | object *walk; |
|
|
237 | |
|
|
238 | /* check the inventory for symptoms */ |
239 | /* check the inventory for symptoms */ |
239 | for (walk = disease->env->inv; walk; walk = walk->below) |
240 | for (object *walk = disease->env->inv; walk; walk = walk->below) |
240 | if (walk->name == disease->name && walk->type == SYMPTOM) |
241 | if (walk->name == disease->name && walk->type == SYMPTOM) |
241 | return walk; |
242 | return walk; |
|
|
243 | |
242 | return NULL; |
244 | return NULL; |
243 | } |
245 | } |
244 | |
246 | |
245 | /* searches around for more victims to infect */ |
247 | /* searches around for more victims to infect */ |
246 | int |
248 | int |
247 | check_infection (object *disease) |
249 | check_infection (object *disease) |
248 | { |
250 | { |
249 | int x, y, range, mflags; |
251 | int x, y; |
250 | maptile *map, *map2; |
252 | maptile *map, *map2; |
251 | object *tmp; |
253 | object *tmp; |
252 | |
254 | |
253 | range = abs (disease->magic); |
255 | int range = abs (disease->magic); |
254 | |
256 | |
255 | if (disease->env) |
257 | if (disease->env) |
256 | { |
258 | { |
257 | x = disease->env->x; |
259 | x = disease->env->x; |
258 | y = disease->env->y; |
260 | y = disease->env->y; |
… | |
… | |
270 | |
272 | |
271 | for (int i = x - range; i <= x + range; i++) |
273 | for (int i = x - range; i <= x + range; i++) |
272 | for (int j = y - range; j <= y + range; j++) |
274 | for (int j = y - range; j <= y + range; j++) |
273 | { |
275 | { |
274 | sint16 i2, j2; |
276 | sint16 i2, j2; |
275 | mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
277 | int mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
276 | |
278 | |
277 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
279 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
278 | 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) |
279 | infect_object (tmp, disease, 0); |
281 | infect_object (tmp, disease, 0); |
280 | } |
282 | } |
281 | |
283 | |
282 | return 1; |
284 | return 1; |
283 | } |
285 | } |
284 | |
|
|
285 | |
286 | |
286 | /* check to see if an object is infectable: |
287 | /* check to see if an object is infectable: |
287 | * objects with immunity aren't infectable. |
288 | * objects with immunity aren't infectable. |
288 | * objects already infected aren't infectable. |
289 | * objects already infected aren't infectable. |
289 | * dead objects aren't infectable. |
290 | * dead objects aren't infectable. |
… | |
… | |
308 | /* roll the dice on infection before doing the inventory check! */ |
309 | /* roll the dice on infection before doing the inventory check! */ |
309 | 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)) |
310 | return 0; |
311 | return 0; |
311 | |
312 | |
312 | /* do an immunity check */ |
313 | /* do an immunity check */ |
313 | if (victim->head) |
|
|
314 | tmp = victim->head->inv; |
|
|
315 | else |
|
|
316 | tmp = victim->inv; |
|
|
317 | |
314 | |
318 | /* 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 |
319 | * 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 |
320 | * result in a person with multiple afflictions of the same disease |
317 | * 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 |
318 | * (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 |
319 | * they were cast in that same order. Instead, change it so that |
323 | * if you diseased, you can't get diseased more. |
320 | * if you diseased, you can't get diseased more. |
324 | */ |
321 | */ |
325 | |
322 | |
326 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
323 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
327 | { |
|
|
328 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
324 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
329 | return 0; /* Immune! */ |
325 | return 0; /* Immune! */ |
330 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
326 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
331 | return 0; /* already diseased */ |
327 | return 0; /* already diseased */ |
332 | } |
|
|
333 | |
328 | |
334 | /* 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 | |
335 | new_disease = disease->clone (); |
331 | new_disease = disease->clone (); |
|
|
332 | |
336 | new_disease->stats.food = disease->stats.maxgrace; |
333 | new_disease->stats.food = disease->stats.maxgrace; |
337 | new_disease->value = disease->stats.maxhp; |
334 | new_disease->value = disease->stats.maxhp; |
338 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
335 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
339 | |
336 | |
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' |
337 | /* This appears to be a horrible case of overloading 'NO_PASS' |
368 | * for meaning in the diseases. |
338 | * for meaning in the diseases. |
369 | */ |
339 | */ |
370 | 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 | |
371 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
351 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
372 | { |
352 | { |
373 | char buf[128]; |
353 | const char *buf; |
374 | |
354 | |
375 | /* 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 |
376 | * This messages is printed in the form MESSAGE victim |
356 | * This messages is printed in the form MESSAGE victim |
377 | */ |
357 | */ |
378 | if (new_disease->title) |
358 | if (new_disease->title) |
379 | sprintf (buf, "%s %s!!", &disease->title, &victim->name); |
359 | buf = format ("%s %s!!", &disease->title, &victim->name); |
380 | else |
360 | else |
381 | 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); |
382 | |
362 | |
383 | if (victim->type == PLAYER) |
363 | if (victim->type == PLAYER) |
384 | 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); |
385 | else |
365 | else |
386 | new_draw_info (0, 4, new_disease->owner, buf); |
366 | new_draw_info (0, 4, new_disease->owner, buf); |
387 | } |
367 | } |
|
|
368 | |
388 | if (victim->type == PLAYER) |
369 | if (victim->type == PLAYER) |
389 | 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."); |
390 | |
371 | |
391 | return 1; |
372 | return 1; |
392 | |
|
|
393 | } |
373 | } |
394 | |
|
|
395 | |
|
|
396 | |
374 | |
397 | /* this function monitors the symptoms caused by the disease (if any), |
375 | /* this function monitors the symptoms caused by the disease (if any), |
398 | causes symptoms, and modifies existing symptoms in the case of |
376 | causes symptoms, and modifies existing symptoms in the case of |
399 | existing diseases. */ |
377 | existing diseases. */ |
400 | |
|
|
401 | int |
378 | int |
402 | do_symptoms (object *disease) |
379 | do_symptoms (object *disease) |
403 | { |
380 | { |
404 | object *symptom; |
381 | object *symptom; |
405 | object *victim; |
382 | object *victim; |
406 | object *tmp; |
383 | object *tmp; |
407 | |
384 | |
408 | victim = disease->env; |
385 | victim = disease->env; |
|
|
386 | |
|
|
387 | if (!victim) |
|
|
388 | return 0; /* no-one to inflict symptoms on */ |
409 | |
389 | |
410 | /* 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 |
411 | * back to disease, causing endless loops. Why this happens really needs |
391 | * back to disease, causing endless loops. Why this happens really needs |
412 | * 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. |
413 | */ |
393 | */ |
414 | |
394 | //TODO: should no longer be the case, monitor, and remove |
415 | if (victim == NULL || victim == disease) |
395 | if (victim == disease) |
416 | 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 | } |
417 | |
400 | |
418 | symptom = find_symptom (disease); |
401 | symptom = find_symptom (disease); |
419 | if (symptom == NULL) |
402 | if (!symptom) |
420 | { |
403 | { |
421 | /* no symptom? need to generate one! */ |
404 | /* no symptom? need to generate one! */ |
422 | object *new_symptom; |
|
|
423 | |
405 | |
424 | /* 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! */ |
425 | if (!is_susceptible_to_disease (victim, disease)) |
407 | if (!is_susceptible_to_disease (victim, disease)) |
426 | return 0; |
408 | return 0; |
427 | |
409 | |
428 | /* check for an actual immunity */ |
410 | /* check for an actual immunity */ |
429 | /* do an immunity check */ |
411 | /* do an immunity check */ |
430 | if (victim->head) |
412 | 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 */ |
413 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
438 | if (tmp->name == disease->name && tmp->level >= disease->level) |
414 | if (tmp->name == disease->name && tmp->level >= disease->level) |
439 | return 0; /*Immune! */ |
415 | return 0; /* Immune! */ |
440 | } |
|
|
441 | |
416 | |
442 | new_symptom = get_archetype ("symptom"); |
417 | object *new_symptom = get_archetype ("symptom"); |
443 | |
418 | |
444 | /* Something special done with dam. We want diseases to be more |
419 | /* 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 |
420 | * 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. |
421 | * do random, note, this has a weird effect with progressive diseases. |
447 | */ |
422 | */ |
448 | if (disease->stats.dam != 0) |
423 | if (disease->stats.dam) |
449 | { |
424 | { |
450 | int dam = disease->stats.dam; |
425 | int dam = disease->stats.dam; |
451 | |
426 | |
452 | /* reduce the damage, on average, 50%, and making things random. */ |
427 | /* reduce the damage, on average, 50%, and making things random. */ |
453 | |
428 | |
454 | dam = random_roll (1, abs (dam), victim, PREFER_LOW); |
429 | dam = random_roll (1, abs (dam), victim, PREFER_LOW); |
455 | if (disease->stats.dam < 0) |
430 | if (disease->stats.dam < 0) |
456 | dam = -dam; |
431 | dam = -dam; |
|
|
432 | |
457 | new_symptom->stats.dam = dam; |
433 | new_symptom->stats.dam = dam; |
458 | } |
434 | } |
459 | |
435 | |
460 | |
|
|
461 | new_symptom->stats.maxsp = disease->stats.maxsp; |
436 | new_symptom->stats.maxsp = disease->stats.maxsp; |
462 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
437 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
463 | |
438 | |
464 | new_symptom->name = new_symptom->name_pl = disease->name; |
439 | new_symptom->name = new_symptom->name_pl = disease->name; |
465 | |
440 | |
466 | new_symptom->level = disease->level; |
441 | new_symptom->level = disease->level; |
467 | new_symptom->speed = disease->speed; |
442 | new_symptom->speed = disease->speed; |
468 | new_symptom->value = 0; |
443 | new_symptom->value = 0; |
469 | |
444 | |
470 | for (int i = 0; i < NUM_STATS; ++i) |
445 | for (int i = 0; i < NUM_STATS; ++i) |
471 | new_symptom->stats.stat (i) = disease->stats.stat (i); |
446 | new_symptom->stats.stat (i) = disease->stats.stat (i); |
472 | |
447 | |
473 | new_symptom->stats.sp = disease->stats.sp; |
448 | new_symptom->stats.sp = disease->stats.sp; |
474 | new_symptom->stats.food = disease->last_eat; |
449 | new_symptom->stats.food = disease->last_eat; |
475 | new_symptom->stats.maxsp = disease->stats.maxsp; |
450 | new_symptom->stats.maxsp = disease->stats.maxsp; |
476 | new_symptom->last_sp = disease->last_sp; |
451 | new_symptom->last_sp = disease->last_sp; |
477 | new_symptom->stats.exp = 0; |
452 | new_symptom->stats.exp = 0; |
478 | new_symptom->stats.hp = disease->stats.hp; |
453 | new_symptom->stats.hp = disease->stats.hp; |
479 | new_symptom->msg = disease->msg; |
454 | new_symptom->msg = disease->msg; |
480 | new_symptom->attacktype = disease->attacktype; |
455 | new_symptom->attacktype = disease->attacktype; |
481 | new_symptom->other_arch = disease->other_arch; |
456 | new_symptom->other_arch = disease->other_arch; |
|
|
457 | new_symptom->skill = disease->skill; |
482 | |
458 | |
|
|
459 | new_symptom->move_block = 0; |
|
|
460 | |
|
|
461 | victim->head_ ()->insert (new_symptom); |
|
|
462 | |
|
|
463 | // set owner last, as insert clears owner |
483 | new_symptom->set_owner (disease->owner); |
464 | new_symptom->set_owner (disease->owner); |
484 | |
465 | |
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; |
466 | return 1; |
491 | } |
467 | } |
492 | |
468 | |
493 | /* now deal with progressing diseases: we increase the debility |
469 | /* now deal with progressing diseases: we increase the debility |
494 | * caused by the symptoms. |
470 | * caused by the symptoms. |
495 | */ |
471 | */ |
496 | if (disease->stats.ac != 0) |
472 | if (disease->stats.ac) |
497 | { |
473 | { |
498 | symptom->value += disease->stats.ac; |
474 | symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100); |
499 | |
475 | |
500 | float scale = 1.f + symptom->value / 100.f; |
476 | float scale = 1.f + symptom->value / 100.f; |
501 | |
477 | |
502 | /* now rescale all the debilities */ |
478 | /* now rescale all the debilities */ |
503 | for (int i = 0; i < NUM_STATS; ++i) |
479 | for (int i = 0; i < NUM_STATS; ++i) |
504 | symptom->stats.stat (i) = scale * disease->stats.stat (i); |
480 | symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127); |
505 | |
481 | |
506 | symptom->stats.dam = scale * disease->stats.dam; |
482 | 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; |
483 | symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); |
509 | symptom->stats.maxsp = scale * disease->stats.maxsp; |
484 | symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024); |
510 | symptom->last_sp = 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); |
511 | symptom->stats.exp = 0; |
487 | symptom->stats.exp = 0; |
512 | symptom->stats.hp = scale * disease->stats.hp; |
488 | symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0; |
513 | |
|
|
514 | symptom->msg = disease->msg; |
489 | symptom->msg = disease->msg; |
515 | symptom->attacktype = disease->attacktype; |
490 | symptom->attacktype = disease->attacktype; |
516 | symptom->other_arch = disease->other_arch; |
491 | symptom->other_arch = disease->other_arch; |
517 | } |
492 | } |
518 | |
493 | |
519 | SET_FLAG (symptom, FLAG_APPLIED); |
494 | SET_FLAG (symptom, FLAG_APPLIED); |
520 | victim->update_stats (); |
495 | victim->update_stats (); |
521 | |
496 | |
… | |
… | |
530 | object *walk; |
505 | object *walk; |
531 | |
506 | |
532 | /* 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. */ |
533 | if (disease->last_heal) |
508 | if (disease->last_heal) |
534 | return 0; |
509 | return 0; |
|
|
510 | |
535 | /* first, search for an immunity of the same name */ |
511 | /* first, search for an immunity of the same name */ |
536 | for (walk = disease->env->inv; walk; walk = walk->below) |
512 | for (walk = disease->env->inv; walk; walk = walk->below) |
537 | { |
|
|
538 | if (walk->type == 98 && disease->name == walk->name) |
513 | if (walk->type == 98 && disease->name == walk->name) |
539 | { |
514 | { |
540 | walk->level = disease->level; |
515 | walk->level = disease->level; |
541 | return 1; /* just update the existing immunity. */ |
516 | return 1; /* just update the existing immunity. */ |
542 | } |
517 | } |
543 | } |
518 | |
544 | immunity = get_archetype ("immunity"); |
519 | immunity = get_archetype ("immunity"); |
|
|
520 | |
545 | immunity->name = disease->name; |
521 | immunity->name = disease->name; |
546 | immunity->level = disease->level; |
522 | immunity->level = disease->level; |
547 | immunity->move_block = 0; |
523 | immunity->move_block = 0; |
|
|
524 | |
548 | insert_ob_in_ob (immunity, disease->env); |
525 | insert_ob_in_ob (immunity, disease->env); |
|
|
526 | |
549 | return 1; |
527 | return 1; |
550 | |
|
|
551 | } |
528 | } |
552 | |
|
|
553 | |
529 | |
554 | /* make the symptom do the nasty things it does */ |
530 | /* make the symptom do the nasty things it does */ |
555 | |
|
|
556 | int |
531 | int |
557 | move_symptom (object *symptom) |
532 | move_symptom (object *symptom) |
558 | { |
533 | { |
559 | object *victim = symptom->env; |
534 | object *victim = symptom->env; |
560 | object *new_ob; |
535 | object *new_ob; |
561 | int sp_reduce; |
536 | int sp_reduce; |
562 | |
537 | |
563 | if (victim == NULL || victim->map == NULL) |
538 | if (!victim || !victim->map) |
564 | { /* outside a monster/player, die immediately */ |
539 | { /* outside a monster/player, die immediately */ |
565 | symptom->destroy (); |
540 | symptom->destroy (); |
566 | return 0; |
541 | return 0; |
567 | } |
542 | } |
568 | |
543 | |
569 | if (symptom->stats.dam > 0) |
544 | if (symptom->stats.dam > 0) |
570 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
545 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
571 | else |
546 | else |
572 | 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); |
573 | |
548 | |
574 | if (symptom->stats.maxsp > 0) |
549 | if (symptom->stats.maxsp > 0) |
575 | sp_reduce = symptom->stats.maxsp; |
550 | sp_reduce = symptom->stats.maxsp; |
576 | else |
551 | else |
577 | 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 | |
578 | victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); |
554 | victim->stats.sp = max (0, victim->stats.sp - sp_reduce); |
579 | |
555 | |
580 | /* create the symptom "other arch" object and drop it here |
556 | /* create the symptom "other arch" object and drop it here |
581 | * under every part of the monster |
557 | * under every part of the monster |
582 | * The victim may well have died. |
558 | * The victim may well have died. |
583 | */ |
559 | */ |
584 | |
|
|
585 | if (victim->map == NULL) |
|
|
586 | return 0; |
|
|
587 | if (symptom->other_arch) |
560 | if (symptom->other_arch && victim->map) |
588 | { |
561 | 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 | { |
562 | { |
596 | new_ob = arch_to_object (symptom->other_arch); |
563 | new_ob = arch_to_object (symptom->other_arch); |
597 | new_ob->x = tmp->x; |
564 | new_ob->x = tmp->x; |
598 | new_ob->y = tmp->y; |
565 | new_ob->y = tmp->y; |
599 | new_ob->map = victim->map; |
566 | new_ob->map = victim->map; |
600 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
567 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
601 | } |
568 | } |
602 | } |
569 | |
603 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
570 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
604 | |
571 | |
605 | return 1; |
572 | return 1; |
606 | } |
573 | } |
607 | |
574 | |
… | |
… | |
629 | return 0; |
596 | return 0; |
630 | } |
597 | } |
631 | |
598 | |
632 | /* do the cure disease stuff, from the spell "cure disease" */ |
599 | /* do the cure disease stuff, from the spell "cure disease" */ |
633 | int |
600 | int |
634 | cure_disease (object *sufferer, object *caster) |
601 | cure_disease (object *sufferer, object *caster, object *spell) |
635 | { |
602 | { |
636 | object *disease, *next; |
603 | object *disease, *next; |
637 | int casting_level; |
|
|
638 | int cure = 0; |
604 | int cure = 0; |
639 | |
605 | |
640 | if (caster) |
|
|
641 | casting_level = caster->level; |
|
|
642 | else |
|
|
643 | casting_level = 1000; /* if null caster, CURE all. */ |
606 | int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */ |
644 | |
607 | |
645 | for (disease = sufferer->inv; disease; disease = next) |
608 | for (disease = sufferer->inv; disease; disease = next) |
646 | { |
609 | { |
647 | next = disease->below; |
610 | next = disease->below; |
648 | |
611 | |
… | |
… | |
656 | 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)))) |
657 | { |
620 | { |
658 | remove_symptoms (disease); |
621 | remove_symptoms (disease); |
659 | cure = 1; |
622 | cure = 1; |
660 | |
623 | |
661 | if (caster) |
624 | if (caster && spell) |
662 | 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); |
663 | |
626 | |
664 | disease->destroy (); |
627 | disease->destroy (); |
665 | } |
628 | } |
666 | } |
629 | } |
667 | } |
630 | } |
… | |
… | |
679 | } |
642 | } |
680 | |
643 | |
681 | /* reduces disease progression: reduce_symptoms |
644 | /* reduces disease progression: reduce_symptoms |
682 | * return true if we actually reduce a disease. |
645 | * return true if we actually reduce a disease. |
683 | */ |
646 | */ |
684 | |
|
|
685 | int |
647 | int |
686 | reduce_symptoms (object *sufferer, int reduction) |
648 | reduce_symptoms (object *sufferer, int reduction) |
687 | { |
649 | { |
688 | object *walk; |
650 | object *walk; |
689 | int success = 0; |
651 | int success = 0; |
… | |
… | |
693 | if (walk->type == SYMPTOM) |
655 | if (walk->type == SYMPTOM) |
694 | { |
656 | { |
695 | if (walk->value > 0) |
657 | if (walk->value > 0) |
696 | { |
658 | { |
697 | success = 1; |
659 | success = 1; |
698 | walk->value = MAX (0, walk->value - 2 * reduction); |
660 | walk->value = max (0, walk->value - 2 * reduction); |
699 | /* give the disease time to modify this symptom, |
661 | /* give the disease time to modify this symptom, |
700 | * and reduce its severity. */ |
662 | * and reduce its severity. */ |
701 | walk->speed_left = 0; |
663 | walk->speed_left = 0; |
702 | } |
664 | } |
703 | } |
665 | } |
704 | } |
666 | } |
|
|
667 | |
705 | if (success) |
668 | if (success) |
706 | 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 | |
707 | return success; |
671 | return success; |
708 | } |
672 | } |