1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* This file contains all the code implementing diseases, |
25 | /* This file contains all the code implementing diseases, |
25 | * except for odds and ends in attack.c and in |
26 | * except for odds and ends in attack.c and in |
26 | * living.c |
27 | * living.c |
… | |
… | |
137 | Diseases may be contageous. They are objects which exist in a player's |
138 | Diseases may be contageous. They are objects which exist in a player's |
138 | inventory. They themselves do nothing, except modify Symptoms, or |
139 | inventory. They themselves do nothing, except modify Symptoms, or |
139 | spread to other live objects. Symptoms are what actually damage the player: |
140 | spread to other live objects. Symptoms are what actually damage the player: |
140 | these are their own object. */ |
141 | these are their own object. */ |
141 | |
142 | |
142 | /* check if victim is susceptible to disease. */ |
143 | /* grants immunity to plagues we've seen before. */ |
143 | static int |
144 | static int |
144 | is_susceptible_to_disease (object *victim, object *disease) |
145 | grant_immunity (object *disease) |
145 | { |
146 | { |
146 | if (!QUERY_FLAG (victim, FLAG_ALIVE)) |
147 | object *immunity; |
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|
148 | object *walk; |
|
|
149 | |
|
|
150 | /* Don't give immunity to this disease if last_heal is set. */ |
|
|
151 | if (disease->last_heal) |
147 | return 0; |
152 | return 0; |
148 | |
153 | |
149 | if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
154 | /* first, search for an immunity of the same name */ |
|
|
155 | for (walk = disease->env->inv; walk; walk = walk->below) |
|
|
156 | if (walk->type == 98 && disease->name == walk->name) |
|
|
157 | { |
|
|
158 | walk->level = disease->level; |
|
|
159 | return 1; /* just update the existing immunity. */ |
|
|
160 | } |
|
|
161 | |
|
|
162 | immunity = get_archetype ("immunity"); |
|
|
163 | |
|
|
164 | immunity->name = disease->name; |
|
|
165 | immunity->level = disease->level; |
|
|
166 | immunity->move_block = 0; |
|
|
167 | |
|
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168 | insert_ob_in_ob (immunity, disease->env); |
|
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169 | |
150 | return 1; |
170 | return 1; |
|
|
171 | } |
151 | |
172 | |
152 | if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
173 | /* argument is a disease */ |
|
|
174 | static object * |
|
|
175 | find_symptom (object *disease) |
|
|
176 | { |
|
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177 | /* check the inventory for symptoms */ |
|
|
178 | for (object *walk = disease->env->inv; walk; walk = walk->below) |
|
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179 | if (walk->name == disease->name && walk->type == SYMPTOM) |
153 | return 1; |
180 | return walk; |
154 | |
181 | |
155 | if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
|
|
156 | return 1; |
|
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157 | |
|
|
158 | return 0; |
182 | return NULL; |
159 | } |
|
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160 | |
|
|
161 | int |
|
|
162 | move_disease (object *disease) |
|
|
163 | { |
|
|
164 | /* first task is to determine if the disease is inside or outside of someone. |
|
|
165 | * If outside, we decrement 'value' until we're gone. |
|
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166 | */ |
|
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167 | |
|
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168 | if (!disease->env) |
|
|
169 | { /* we're outside of someone */ |
|
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170 | if (disease->stats.maxhp > 0) |
|
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171 | disease->value--; |
|
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172 | |
|
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173 | if (!disease->value) |
|
|
174 | { |
|
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175 | disease->destroy (); |
|
|
176 | return 1; |
|
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177 | } |
|
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178 | } |
|
|
179 | else |
|
|
180 | { |
|
|
181 | /* if we're inside a person, have the disease run its course */ |
|
|
182 | /* negative/zero food denotes "perpetual" diseases. */ |
|
|
183 | if (disease->stats.food > 0) |
|
|
184 | { |
|
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185 | disease->stats.food--; |
|
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186 | |
|
|
187 | if (!disease->stats.food) |
|
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188 | { |
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189 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
|
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190 | grant_immunity (disease); |
|
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191 | disease->destroy (); |
|
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192 | return 1; |
|
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193 | } |
|
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194 | } |
|
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195 | } |
|
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196 | |
|
|
197 | /* check to see if we infect others */ |
|
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198 | check_infection (disease); |
|
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199 | |
|
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200 | /* impose or modify the symptoms of the disease */ |
|
|
201 | if (disease->env && is_susceptible_to_disease (disease->env, disease)) |
|
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202 | do_symptoms (disease); |
|
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203 | |
|
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204 | return 0; |
|
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205 | } |
183 | } |
206 | |
184 | |
207 | /* remove any symptoms of disease |
185 | /* remove any symptoms of disease |
208 | * Modified by MSW 2003-03-28 do try to find all the symptom the |
186 | * Modified by MSW 2003-03-28 do try to find all the symptom the |
209 | * player may have - I think through some odd interactoins with |
187 | * player may have - I think through some odd interactoins with |
210 | * disease level and player level and whatnot, a player could get |
188 | * disease level and player level and whatnot, a player could get |
211 | * more than one symtpom to a disease. |
189 | * more than one symtpom to a disease. |
212 | */ |
190 | */ |
213 | int |
191 | static int |
214 | remove_symptoms (object *disease) |
192 | remove_symptoms (object *disease) |
215 | { |
193 | { |
216 | object *symptom, *victim = NULL; |
194 | object *symptom, *victim = NULL; |
217 | |
195 | |
218 | while ((symptom = find_symptom (disease)) != NULL) |
196 | while ((symptom = find_symptom (disease)) != NULL) |
… | |
… | |
227 | victim->update_stats (); |
205 | victim->update_stats (); |
228 | |
206 | |
229 | return 0; |
207 | return 0; |
230 | } |
208 | } |
231 | |
209 | |
232 | /* argument is a disease */ |
|
|
233 | object * |
|
|
234 | find_symptom (object *disease) |
|
|
235 | { |
|
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236 | /* check the inventory for symptoms */ |
|
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237 | for (object *walk = disease->env->inv; walk; walk = walk->below) |
|
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238 | if (walk->name == disease->name && walk->type == SYMPTOM) |
|
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239 | return walk; |
|
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240 | |
|
|
241 | return NULL; |
|
|
242 | } |
|
|
243 | |
|
|
244 | /* searches around for more victims to infect */ |
210 | /* searches around for more victims to infect */ |
245 | int |
211 | static int |
246 | check_infection (object *disease) |
212 | check_infection (object *disease) |
247 | { |
213 | { |
248 | int x, y, range, mflags; |
|
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249 | maptile *map, *map2; |
|
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250 | object *tmp; |
|
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251 | |
|
|
252 | range = abs (disease->magic); |
214 | int range = abs (disease->magic); |
253 | |
215 | |
254 | if (disease->env) |
216 | object *op = disease->outer_env_or_self (); |
255 | { |
|
|
256 | x = disease->env->x; |
|
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257 | y = disease->env->y; |
|
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258 | map = disease->env->map; |
|
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259 | } |
|
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260 | else |
|
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261 | { |
|
|
262 | x = disease->x; |
|
|
263 | y = disease->y; |
|
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264 | map = disease->map; |
|
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265 | } |
|
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266 | |
217 | |
267 | if (!map) |
218 | if (!op->is_on_map ()) |
268 | return 0; |
219 | return 0; |
269 | |
220 | |
270 | for (int i = x - range; i <= x + range; i++) |
221 | unordered_mapwalk (op, -range, -range, range, range) |
271 | for (int j = y - range; j <= y + range; j++) |
|
|
272 | { |
222 | { |
273 | sint16 i2, j2; |
223 | mapspace &ms = m->at (nx, ny); |
274 | mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
|
|
275 | |
224 | |
276 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
225 | if (ms.flags () & P_IS_ALIVE) |
277 | for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) |
226 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
278 | infect_object (tmp, disease, 0); |
227 | infect_object (tmp, disease, 0); |
279 | } |
228 | } |
280 | |
229 | |
281 | return 1; |
230 | return 1; |
282 | } |
231 | } |
283 | |
232 | |
284 | /* check to see if an object is infectable: |
233 | /* check if victim is susceptible to disease. */ |
285 | * objects with immunity aren't infectable. |
234 | static int |
286 | * objects already infected aren't infectable. |
235 | is_susceptible_to_disease (object *victim, object *disease) |
287 | * dead objects aren't infectable. |
|
|
288 | * undead objects are infectible only if specifically named. |
|
|
289 | */ |
|
|
290 | int |
|
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291 | infect_object (object *victim, object *disease, int force) |
|
|
292 | { |
236 | { |
293 | object *tmp; |
237 | if (!QUERY_FLAG (victim, FLAG_ALIVE)) |
294 | object *new_disease; |
|
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295 | |
|
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296 | /* don't infect inanimate objects */ |
|
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297 | if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) |
|
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298 | return 0; |
238 | return 0; |
299 | |
239 | |
300 | /* check and see if victim can catch disease: diseases |
240 | if (victim->flag [FLAG_WIZ]) |
301 | * are specific |
|
|
302 | */ |
|
|
303 | if (!is_susceptible_to_disease (victim, disease)) |
|
|
304 | return 0; |
241 | return 0; |
305 | |
242 | |
306 | /* roll the dice on infection before doing the inventory check! */ |
243 | if (disease->race.contains ("*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
307 | if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
|
|
308 | return 0; |
244 | return 1; |
309 | |
245 | |
310 | /* do an immunity check */ |
246 | if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
311 | |
|
|
312 | /* There used to (IMO) be a flaw in the below - it used to be the case |
|
|
313 | * that if level check was done for both immunity and disease. This could |
|
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314 | * result in a person with multiple afflictions of the same disease |
|
|
315 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
|
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316 | * they were cast in that same order. Instead, change it so that |
|
|
317 | * if you diseased, you can't get diseased more. |
|
|
318 | */ |
|
|
319 | |
|
|
320 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
|
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321 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
|
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322 | return 0; /* Immune! */ |
|
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323 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
|
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324 | return 0; /* already diseased */ |
|
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325 | |
|
|
326 | /* If we've gotten this far, go ahead and infect the victim. */ |
|
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327 | |
|
|
328 | new_disease = disease->clone (); |
|
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329 | |
|
|
330 | new_disease->stats.food = disease->stats.maxgrace; |
|
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331 | new_disease->value = disease->stats.maxhp; |
|
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332 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
|
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333 | |
|
|
334 | /* This appears to be a horrible case of overloading 'NO_PASS' |
|
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335 | * for meaning in the diseases. |
|
|
336 | */ |
|
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337 | new_disease->move_block = 0; |
|
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338 | |
|
|
339 | // insert before setting the owner |
|
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340 | victim->head_ ()->insert (new_disease); |
|
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341 | |
|
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342 | if (disease->owner) |
|
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343 | new_disease->set_owner (disease->owner); |
|
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344 | else if (object *pl = disease->in_player ()) |
|
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345 | /* for diseases which are passed by hitting, set owner and skill */ |
|
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346 | new_disease->set_owner (pl); |
|
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347 | |
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348 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
|
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349 | { |
|
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350 | const char *buf; |
|
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351 | |
|
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352 | /* if the disease has a title, it has a special infection message |
|
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353 | * This messages is printed in the form MESSAGE victim |
|
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354 | */ |
|
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355 | if (new_disease->title) |
|
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356 | buf = format ("%s %s!!", &disease->title, &victim->name); |
|
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357 | else |
|
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358 | buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
|
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359 | |
|
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360 | if (victim->type == PLAYER) |
|
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361 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
|
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362 | else |
|
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363 | new_draw_info (0, 4, new_disease->owner, buf); |
|
|
364 | } |
|
|
365 | |
|
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366 | if (victim->type == PLAYER) |
|
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367 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
|
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368 | |
|
|
369 | return 1; |
247 | return 1; |
|
|
248 | |
|
|
249 | if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name)) |
|
|
250 | return 1; |
|
|
251 | |
|
|
252 | return 0; |
370 | } |
253 | } |
371 | |
254 | |
372 | /* this function monitors the symptoms caused by the disease (if any), |
255 | /* this function monitors the symptoms caused by the disease (if any), |
373 | causes symptoms, and modifies existing symptoms in the case of |
256 | causes symptoms, and modifies existing symptoms in the case of |
374 | existing diseases. */ |
257 | existing diseases. */ |
375 | int |
258 | static int |
376 | do_symptoms (object *disease) |
259 | do_symptoms (object *disease) |
377 | { |
260 | { |
378 | object *symptom; |
261 | object *symptom; |
379 | object *victim; |
262 | object *victim; |
380 | object *tmp; |
263 | object *tmp; |
… | |
… | |
492 | victim->update_stats (); |
375 | victim->update_stats (); |
493 | |
376 | |
494 | return 1; |
377 | return 1; |
495 | } |
378 | } |
496 | |
379 | |
497 | /* grants immunity to plagues we've seen before. */ |
|
|
498 | int |
380 | int |
499 | grant_immunity (object *disease) |
381 | move_disease (object *disease) |
500 | { |
382 | { |
501 | object *immunity; |
383 | /* First task is to determine if the disease is inside or outside of someone. |
|
|
384 | * If outside, we decrement 'value' until we're gone. |
|
|
385 | */ |
|
|
386 | |
|
|
387 | if (!disease->env) |
|
|
388 | { /* we're outside of someone */ |
|
|
389 | if (disease->stats.maxhp > 0) |
|
|
390 | disease->value--; |
|
|
391 | |
|
|
392 | if (!disease->value) |
|
|
393 | { |
|
|
394 | disease->destroy (); |
|
|
395 | return 1; |
|
|
396 | } |
|
|
397 | } |
|
|
398 | else |
|
|
399 | { |
|
|
400 | /* if we're inside a person, have the disease run its course */ |
|
|
401 | /* negative/zero food denotes "perpetual" diseases. */ |
|
|
402 | if (disease->stats.food > 0) |
|
|
403 | { |
|
|
404 | disease->stats.food--; |
|
|
405 | |
|
|
406 | if (!disease->stats.food) |
|
|
407 | { |
|
|
408 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
|
|
409 | grant_immunity (disease); |
|
|
410 | disease->destroy (); |
|
|
411 | return 1; |
|
|
412 | } |
|
|
413 | } |
|
|
414 | } |
|
|
415 | |
|
|
416 | /* check to see if we infect others */ |
|
|
417 | check_infection (disease); |
|
|
418 | |
|
|
419 | /* impose or modify the symptoms of the disease */ |
|
|
420 | if (disease->env && is_susceptible_to_disease (disease->env, disease)) |
|
|
421 | do_symptoms (disease); |
|
|
422 | |
|
|
423 | return 0; |
|
|
424 | } |
|
|
425 | |
|
|
426 | /* check to see if an object is infectable: |
|
|
427 | * objects with immunity aren't infectable. |
|
|
428 | * objects already infected aren't infectable. |
|
|
429 | * dead objects aren't infectable. |
|
|
430 | * undead objects are infectible only if specifically named. |
|
|
431 | */ |
|
|
432 | int |
|
|
433 | infect_object (object *victim, object *disease, int force) |
|
|
434 | { |
502 | object *walk; |
435 | object *tmp; |
|
|
436 | object *new_disease; |
503 | |
437 | |
504 | /* Don't give immunity to this disease if last_heal is set. */ |
438 | /* don't infect inanimate objects */ |
505 | if (disease->last_heal) |
439 | if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) |
506 | return 0; |
440 | return 0; |
507 | |
441 | |
508 | /* first, search for an immunity of the same name */ |
442 | /* check and see if victim can catch disease: diseases |
509 | for (walk = disease->env->inv; walk; walk = walk->below) |
443 | * are specific |
510 | if (walk->type == 98 && disease->name == walk->name) |
444 | */ |
|
|
445 | if (!is_susceptible_to_disease (victim, disease)) |
|
|
446 | return 0; |
|
|
447 | |
|
|
448 | /* roll the dice on infection before doing the inventory check! */ |
|
|
449 | if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
|
|
450 | return 0; |
|
|
451 | |
|
|
452 | /* do an immunity check */ |
|
|
453 | |
|
|
454 | /* There used to (IMO) be a flaw in the below - it used to be the case |
|
|
455 | * that if level check was done for both immunity and disease. This could |
|
|
456 | * result in a person with multiple afflictions of the same disease |
|
|
457 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
|
|
458 | * they were cast in that same order. Instead, change it so that |
|
|
459 | * if you diseased, you can't get diseased more. |
|
|
460 | */ |
|
|
461 | |
|
|
462 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
|
|
463 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
|
|
464 | return 0; /* Immune! */ |
|
|
465 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
|
|
466 | return 0; /* already diseased */ |
|
|
467 | |
|
|
468 | /* If we've gotten this far, go ahead and infect the victim. */ |
|
|
469 | |
|
|
470 | new_disease = disease->clone (); |
|
|
471 | |
|
|
472 | new_disease->stats.food = disease->stats.maxgrace; |
|
|
473 | new_disease->value = disease->stats.maxhp; |
|
|
474 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
|
|
475 | |
|
|
476 | /* This appears to be a horrible case of overloading 'NO_PASS' |
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477 | * for meaning in the diseases. |
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478 | */ |
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479 | new_disease->move_block = 0; |
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480 | |
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481 | // insert before setting the owner |
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482 | victim->head_ ()->insert (new_disease); |
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483 | |
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484 | if (disease->owner) |
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485 | new_disease->set_owner (disease->owner); |
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486 | else if (object *pl = disease->in_player ()) |
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487 | /* for diseases which are passed by hitting, set owner and skill */ |
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488 | new_disease->set_owner (pl); |
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489 | |
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490 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
511 | { |
491 | { |
512 | walk->level = disease->level; |
492 | const char *buf; |
513 | return 1; /* just update the existing immunity. */ |
493 | |
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494 | /* if the disease has a title, it has a special infection message |
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495 | * This messages is printed in the form MESSAGE victim |
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496 | */ |
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497 | if (new_disease->title) |
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498 | buf = format ("%s %s!!", &disease->title, &victim->name); |
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499 | else |
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500 | buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
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501 | |
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502 | if (victim->type == PLAYER) |
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503 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
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504 | else |
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505 | new_draw_info (0, 4, new_disease->owner, buf); |
514 | } |
506 | } |
515 | |
507 | |
516 | immunity = get_archetype ("immunity"); |
508 | if (victim->type == PLAYER) |
517 | |
509 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
518 | immunity->name = disease->name; |
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519 | immunity->level = disease->level; |
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520 | immunity->move_block = 0; |
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521 | |
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522 | insert_ob_in_ob (immunity, disease->env); |
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523 | |
510 | |
524 | return 1; |
511 | return 1; |
525 | } |
512 | } |
526 | |
513 | |
527 | /* make the symptom do the nasty things it does */ |
514 | /* make the symptom do the nasty things it does */ |
… | |
… | |
539 | } |
526 | } |
540 | |
527 | |
541 | if (symptom->stats.dam > 0) |
528 | if (symptom->stats.dam > 0) |
542 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
529 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
543 | else |
530 | else |
544 | hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); |
531 | hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100), symptom, symptom->attacktype, 1); |
545 | |
532 | |
546 | if (symptom->stats.maxsp > 0) |
533 | if (symptom->stats.maxsp > 0) |
547 | sp_reduce = symptom->stats.maxsp; |
534 | sp_reduce = symptom->stats.maxsp; |
548 | else |
535 | else |
549 | sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); |
536 | sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100); |
550 | |
537 | |
551 | victim->stats.sp = max (0, victim->stats.sp - sp_reduce); |
538 | victim->stats.sp = max (0, victim->stats.sp - sp_reduce); |
552 | |
539 | |
553 | /* create the symptom "other arch" object and drop it here |
540 | /* create the symptom "other arch" object and drop it here |
554 | * under every part of the monster |
541 | * under every part of the monster |
555 | * The victim may well have died. |
542 | * The victim may well have died. |
556 | */ |
543 | */ |
557 | if (symptom->other_arch && victim->map) |
544 | if (victim->map) |
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545 | { |
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546 | victim->play_sound (symptom->sound); |
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547 | |
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548 | if (symptom->other_arch) |
558 | for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) |
549 | for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) |
559 | { |
550 | { |
560 | new_ob = arch_to_object (symptom->other_arch); |
551 | new_ob = arch_to_object (symptom->other_arch); |
561 | new_ob->x = tmp->x; |
552 | new_ob->x = tmp->x; |
562 | new_ob->y = tmp->y; |
553 | new_ob->y = tmp->y; |
563 | new_ob->map = victim->map; |
554 | new_ob->map = victim->map; |
564 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
555 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
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556 | } |
565 | } |
557 | } |
566 | |
558 | |
567 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
559 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
568 | |
560 | |
569 | return 1; |
561 | return 1; |
570 | } |
562 | } |
… | |
… | |
581 | |
573 | |
582 | return 1; |
574 | return 1; |
583 | } |
575 | } |
584 | |
576 | |
585 | // find a disease in someone |
577 | // find a disease in someone |
586 | object * |
578 | static object * |
587 | find_disease (object *victim) |
579 | find_disease (object *victim) |
588 | { |
580 | { |
589 | for (object *disease = victim->inv; disease; disease = disease->below) |
581 | for (object *disease = victim->inv; disease; disease = disease->below) |
590 | if (disease->type == DISEASE) |
582 | if (disease->type == DISEASE) |
591 | return disease; |
583 | return disease; |
… | |
… | |
593 | return 0; |
585 | return 0; |
594 | } |
586 | } |
595 | |
587 | |
596 | /* do the cure disease stuff, from the spell "cure disease" */ |
588 | /* do the cure disease stuff, from the spell "cure disease" */ |
597 | int |
589 | int |
598 | cure_disease (object *sufferer, object *caster) |
590 | cure_disease (object *sufferer, object *caster, object *spell) |
599 | { |
591 | { |
600 | object *disease, *next; |
592 | object *disease, *next; |
601 | int casting_level; |
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602 | int cure = 0; |
593 | int cure = 0; |
603 | |
594 | |
604 | if (caster) |
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605 | casting_level = caster->level; |
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606 | else |
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607 | casting_level = 1000; /* if null caster, CURE all. */ |
595 | int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */ |
608 | |
596 | |
609 | for (disease = sufferer->inv; disease; disease = next) |
597 | for (disease = sufferer->inv; disease; disease = next) |
610 | { |
598 | { |
611 | next = disease->below; |
599 | next = disease->below; |
612 | |
600 | |
… | |
… | |
620 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
608 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
621 | { |
609 | { |
622 | remove_symptoms (disease); |
610 | remove_symptoms (disease); |
623 | cure = 1; |
611 | cure = 1; |
624 | |
612 | |
625 | if (caster) |
613 | if (caster && spell) |
626 | change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); |
614 | change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY); |
627 | |
615 | |
628 | disease->destroy (); |
616 | disease->destroy (); |
629 | } |
617 | } |
630 | } |
618 | } |
631 | } |
619 | } |