1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 | * Deliantra 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 <support@deliantra.net> |
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, |
… | |
… | |
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; |
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149 | |
|
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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 (victim->flag [FLAG_WIZ]) |
154 | /* first, search for an immunity of the same name */ |
150 | return 0; |
155 | for (walk = disease->env->inv; walk; walk = walk->below) |
|
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156 | if (walk->type == 98 && disease->name == walk->name) |
|
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157 | { |
|
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158 | walk->level = disease->level; |
|
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159 | return 1; /* just update the existing immunity. */ |
|
|
160 | } |
151 | |
161 | |
152 | if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
162 | immunity = get_archetype (shstr_immunity); |
|
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163 | |
|
|
164 | immunity->name = disease->name; |
|
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165 | immunity->level = disease->level; |
|
|
166 | immunity->move_block = 0; |
|
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167 | |
|
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168 | insert_ob_in_ob (immunity, disease->env); |
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169 | |
153 | return 1; |
170 | return 1; |
|
|
171 | } |
154 | |
172 | |
155 | if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
173 | /* argument is a disease */ |
|
|
174 | static object * |
|
|
175 | find_symptom (object *disease) |
|
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176 | { |
|
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177 | /* check the inventory for symptoms */ |
|
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178 | for (object *walk = disease->env->inv; walk; walk = walk->below) |
|
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179 | if (walk->name == disease->name && walk->type == SYMPTOM) |
156 | return 1; |
180 | return walk; |
157 | |
181 | |
158 | if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
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159 | return 1; |
|
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160 | |
|
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161 | return 0; |
182 | return NULL; |
162 | } |
|
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163 | |
|
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164 | int |
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165 | move_disease (object *disease) |
|
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166 | { |
|
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167 | /* First task is to determine if the disease is inside or outside of someone. |
|
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168 | * If outside, we decrement 'value' until we're gone. |
|
|
169 | */ |
|
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170 | |
|
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171 | if (!disease->env) |
|
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172 | { /* we're outside of someone */ |
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173 | if (disease->stats.maxhp > 0) |
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174 | disease->value--; |
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175 | |
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176 | if (!disease->value) |
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177 | { |
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178 | disease->destroy (); |
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179 | return 1; |
|
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180 | } |
|
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181 | } |
|
|
182 | else |
|
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183 | { |
|
|
184 | /* if we're inside a person, have the disease run its course */ |
|
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185 | /* negative/zero food denotes "perpetual" diseases. */ |
|
|
186 | if (disease->stats.food > 0) |
|
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187 | { |
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188 | disease->stats.food--; |
|
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189 | |
|
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190 | if (!disease->stats.food) |
|
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191 | { |
|
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192 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
|
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193 | grant_immunity (disease); |
|
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194 | disease->destroy (); |
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195 | return 1; |
|
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196 | } |
|
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197 | } |
|
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198 | } |
|
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199 | |
|
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200 | /* check to see if we infect others */ |
|
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201 | check_infection (disease); |
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202 | |
|
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203 | /* impose or modify the symptoms of the disease */ |
|
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204 | if (disease->env && is_susceptible_to_disease (disease->env, disease)) |
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205 | do_symptoms (disease); |
|
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206 | |
|
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207 | return 0; |
|
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208 | } |
183 | } |
209 | |
184 | |
210 | /* remove any symptoms of disease |
185 | /* remove any symptoms of disease |
211 | * 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 |
212 | * player may have - I think through some odd interactoins with |
187 | * player may have - I think through some odd interactoins with |
213 | * disease level and player level and whatnot, a player could get |
188 | * disease level and player level and whatnot, a player could get |
214 | * more than one symtpom to a disease. |
189 | * more than one symtpom to a disease. |
215 | */ |
190 | */ |
216 | int |
191 | static int |
217 | remove_symptoms (object *disease) |
192 | remove_symptoms (object *disease) |
218 | { |
193 | { |
219 | object *symptom, *victim = NULL; |
194 | object *symptom, *victim = NULL; |
220 | |
195 | |
221 | while ((symptom = find_symptom (disease)) != NULL) |
196 | while ((symptom = find_symptom (disease)) != NULL) |
… | |
… | |
230 | victim->update_stats (); |
205 | victim->update_stats (); |
231 | |
206 | |
232 | return 0; |
207 | return 0; |
233 | } |
208 | } |
234 | |
209 | |
235 | /* argument is a disease */ |
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|
236 | object * |
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237 | find_symptom (object *disease) |
|
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238 | { |
|
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239 | /* check the inventory for symptoms */ |
|
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240 | for (object *walk = disease->env->inv; walk; walk = walk->below) |
|
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241 | if (walk->name == disease->name && walk->type == SYMPTOM) |
|
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242 | return walk; |
|
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243 | |
|
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244 | return NULL; |
|
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245 | } |
|
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246 | |
|
|
247 | /* searches around for more victims to infect */ |
210 | /* searches around for more victims to infect */ |
248 | int |
211 | static int |
249 | check_infection (object *disease) |
212 | check_infection (object *disease) |
250 | { |
213 | { |
251 | int x, y; |
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252 | maptile *map, *map2; |
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253 | object *tmp; |
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254 | |
|
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255 | int range = abs (disease->magic); |
214 | int range = abs (disease->magic); |
256 | |
215 | |
257 | if (disease->env) |
216 | object *op = disease->outer_env_or_self (); |
258 | { |
|
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259 | x = disease->env->x; |
|
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260 | y = disease->env->y; |
|
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261 | map = disease->env->map; |
|
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262 | } |
|
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263 | else |
|
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264 | { |
|
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265 | x = disease->x; |
|
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266 | y = disease->y; |
|
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267 | map = disease->map; |
|
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268 | } |
|
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269 | |
217 | |
270 | if (!map) |
218 | if (!op->is_on_map ()) |
271 | return 0; |
219 | return 0; |
272 | |
220 | |
273 | for (int i = x - range; i <= x + range; i++) |
221 | unordered_mapwalk (op, -range, -range, range, range) |
274 | for (int j = y - range; j <= y + range; j++) |
|
|
275 | { |
222 | { |
276 | sint16 i2, j2; |
223 | mapspace &ms = m->at (nx, ny); |
277 | int mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
|
|
278 | |
224 | |
279 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
225 | if (ms.flags () & P_IS_ALIVE) |
280 | for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) |
226 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
281 | infect_object (tmp, disease, 0); |
227 | infect_object (tmp, disease, 0); |
282 | } |
228 | } |
283 | |
229 | |
284 | return 1; |
230 | return 1; |
285 | } |
231 | } |
286 | |
232 | |
287 | /* check to see if an object is infectable: |
233 | /* check if victim is susceptible to disease. */ |
288 | * objects with immunity aren't infectable. |
234 | static int |
289 | * objects already infected aren't infectable. |
235 | is_susceptible_to_disease (object *victim, object *disease) |
290 | * dead objects aren't infectable. |
|
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291 | * undead objects are infectible only if specifically named. |
|
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292 | */ |
|
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293 | int |
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294 | infect_object (object *victim, object *disease, int force) |
|
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295 | { |
236 | { |
296 | object *tmp; |
237 | if (!QUERY_FLAG (victim, FLAG_ALIVE)) |
297 | object *new_disease; |
|
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298 | |
|
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299 | /* don't infect inanimate objects */ |
|
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300 | if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) |
|
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301 | return 0; |
238 | return 0; |
302 | |
239 | |
303 | /* check and see if victim can catch disease: diseases |
240 | if (victim->flag [FLAG_WIZ]) |
304 | * are specific |
|
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305 | */ |
|
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306 | if (!is_susceptible_to_disease (victim, disease)) |
|
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307 | return 0; |
241 | return 0; |
308 | |
242 | |
309 | /* roll the dice on infection before doing the inventory check! */ |
243 | if (disease->race.contains ("*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
310 | if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
|
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311 | return 0; |
244 | return 1; |
312 | |
245 | |
313 | /* do an immunity check */ |
246 | if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
314 | |
|
|
315 | /* There used to (IMO) be a flaw in the below - it used to be the case |
|
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316 | * that if level check was done for both immunity and disease. This could |
|
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317 | * result in a person with multiple afflictions of the same disease |
|
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318 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
|
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319 | * they were cast in that same order. Instead, change it so that |
|
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320 | * if you diseased, you can't get diseased more. |
|
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321 | */ |
|
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322 | |
|
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323 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
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324 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
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325 | return 0; /* Immune! */ |
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326 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
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327 | return 0; /* already diseased */ |
|
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328 | |
|
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329 | /* If we've gotten this far, go ahead and infect the victim. */ |
|
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330 | |
|
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331 | new_disease = disease->clone (); |
|
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332 | |
|
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333 | new_disease->stats.food = disease->stats.maxgrace; |
|
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334 | new_disease->value = disease->stats.maxhp; |
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335 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
|
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336 | |
|
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337 | /* This appears to be a horrible case of overloading 'NO_PASS' |
|
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338 | * for meaning in the diseases. |
|
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339 | */ |
|
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340 | new_disease->move_block = 0; |
|
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341 | |
|
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342 | // insert before setting the owner |
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343 | victim->head_ ()->insert (new_disease); |
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344 | |
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345 | if (disease->owner) |
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346 | new_disease->set_owner (disease->owner); |
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347 | else if (object *pl = disease->in_player ()) |
|
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348 | /* for diseases which are passed by hitting, set owner and skill */ |
|
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349 | new_disease->set_owner (pl); |
|
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350 | |
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351 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
|
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352 | { |
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353 | const char *buf; |
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354 | |
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355 | /* if the disease has a title, it has a special infection message |
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356 | * This messages is printed in the form MESSAGE victim |
|
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357 | */ |
|
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358 | if (new_disease->title) |
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359 | buf = format ("%s %s!!", &disease->title, &victim->name); |
|
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360 | else |
|
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361 | buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
|
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362 | |
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363 | if (victim->type == PLAYER) |
|
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364 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
|
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365 | else |
|
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366 | new_draw_info (0, 4, new_disease->owner, buf); |
|
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367 | } |
|
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368 | |
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369 | if (victim->type == PLAYER) |
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370 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
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371 | |
|
|
372 | return 1; |
247 | return 1; |
|
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248 | |
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249 | if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name)) |
|
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250 | return 1; |
|
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251 | |
|
|
252 | return 0; |
373 | } |
253 | } |
374 | |
254 | |
375 | /* this function monitors the symptoms caused by the disease (if any), |
255 | /* this function monitors the symptoms caused by the disease (if any), |
376 | causes symptoms, and modifies existing symptoms in the case of |
256 | causes symptoms, and modifies existing symptoms in the case of |
377 | existing diseases. */ |
257 | existing diseases. */ |
378 | int |
258 | static int |
379 | do_symptoms (object *disease) |
259 | do_symptoms (object *disease) |
380 | { |
260 | { |
381 | object *symptom; |
261 | object *symptom; |
382 | object *victim; |
262 | object *victim; |
383 | object *tmp; |
263 | object *tmp; |
… | |
… | |
412 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
292 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
413 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
293 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
414 | if (tmp->name == disease->name && tmp->level >= disease->level) |
294 | if (tmp->name == disease->name && tmp->level >= disease->level) |
415 | return 0; /* Immune! */ |
295 | return 0; /* Immune! */ |
416 | |
296 | |
417 | object *new_symptom = get_archetype ("symptom"); |
297 | object *new_symptom = get_archetype (shstr_symptom); |
418 | |
298 | |
419 | /* Something special done with dam. We want diseases to be more |
299 | /* Something special done with dam. We want diseases to be more |
420 | * random in what they'll kill, so we'll make the damage they |
300 | * random in what they'll kill, so we'll make the damage they |
421 | * do random, note, this has a weird effect with progressive diseases. |
301 | * do random, note, this has a weird effect with progressive diseases. |
422 | */ |
302 | */ |
… | |
… | |
495 | victim->update_stats (); |
375 | victim->update_stats (); |
496 | |
376 | |
497 | return 1; |
377 | return 1; |
498 | } |
378 | } |
499 | |
379 | |
500 | /* grants immunity to plagues we've seen before. */ |
|
|
501 | int |
380 | int |
502 | grant_immunity (object *disease) |
381 | move_disease (object *disease) |
503 | { |
382 | { |
504 | 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--; |
|
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405 | |
|
|
406 | if (!disease->stats.food) |
|
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407 | { |
|
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408 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
|
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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 | { |
505 | object *walk; |
435 | object *tmp; |
|
|
436 | object *new_disease; |
506 | |
437 | |
507 | /* Don't give immunity to this disease if last_heal is set. */ |
438 | /* don't infect inanimate objects */ |
508 | if (disease->last_heal) |
439 | if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) |
509 | return 0; |
440 | return 0; |
510 | |
441 | |
511 | /* first, search for an immunity of the same name */ |
442 | /* check and see if victim can catch disease: diseases |
512 | for (walk = disease->env->inv; walk; walk = walk->below) |
443 | * are specific |
513 | 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' |
|
|
477 | * for meaning in the diseases. |
|
|
478 | */ |
|
|
479 | new_disease->move_block = 0; |
|
|
480 | |
|
|
481 | // insert before setting the owner |
|
|
482 | victim->head_ ()->insert (new_disease); |
|
|
483 | |
|
|
484 | if (disease->owner) |
|
|
485 | new_disease->set_owner (disease->owner); |
|
|
486 | else if (object *pl = disease->in_player ()) |
|
|
487 | /* for diseases which are passed by hitting, set owner and skill */ |
|
|
488 | new_disease->set_owner (pl); |
|
|
489 | |
|
|
490 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
514 | { |
491 | { |
515 | walk->level = disease->level; |
492 | const char *buf; |
516 | return 1; /* just update the existing immunity. */ |
493 | |
|
|
494 | /* if the disease has a title, it has a special infection message |
|
|
495 | * This messages is printed in the form MESSAGE victim |
|
|
496 | */ |
|
|
497 | if (new_disease->title) |
|
|
498 | buf = format ("%s %s!!", &disease->title, &victim->name); |
|
|
499 | else |
|
|
500 | buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
|
|
501 | |
|
|
502 | if (victim->type == PLAYER) |
|
|
503 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
|
|
504 | else |
|
|
505 | new_draw_info (0, 4, new_disease->owner, buf); |
517 | } |
506 | } |
518 | |
507 | |
519 | immunity = get_archetype ("immunity"); |
508 | if (victim->type == PLAYER) |
520 | |
509 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
521 | immunity->name = disease->name; |
|
|
522 | immunity->level = disease->level; |
|
|
523 | immunity->move_block = 0; |
|
|
524 | |
|
|
525 | insert_ob_in_ob (immunity, disease->env); |
|
|
526 | |
510 | |
527 | return 1; |
511 | return 1; |
528 | } |
512 | } |
529 | |
513 | |
530 | /* make the symptom do the nasty things it does */ |
514 | /* make the symptom do the nasty things it does */ |
531 | int |
515 | int |
532 | move_symptom (object *symptom) |
516 | move_symptom (object *symptom) |
533 | { |
517 | { |
534 | object *victim = symptom->env; |
518 | object *victim = symptom->env; |
535 | object *new_ob; |
|
|
536 | int sp_reduce; |
|
|
537 | |
519 | |
538 | if (!victim || !victim->map) |
520 | if (!victim || !victim->map) |
539 | { /* outside a monster/player, die immediately */ |
521 | { /* outside a monster/player, die immediately */ |
540 | symptom->destroy (); |
522 | symptom->destroy (); |
541 | return 0; |
523 | return 0; |
542 | } |
524 | } |
543 | |
|
|
544 | if (symptom->stats.dam > 0) |
|
|
545 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
|
|
546 | else |
|
|
547 | hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100), symptom, symptom->attacktype, 1); |
|
|
548 | |
|
|
549 | if (symptom->stats.maxsp > 0) |
|
|
550 | sp_reduce = symptom->stats.maxsp; |
|
|
551 | else |
|
|
552 | sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100); |
|
|
553 | |
|
|
554 | victim->stats.sp = max (0, victim->stats.sp - sp_reduce); |
|
|
555 | |
525 | |
556 | /* create the symptom "other arch" object and drop it here |
526 | /* create the symptom "other arch" object and drop it here |
557 | * under every part of the monster |
527 | * under every part of the monster |
558 | * The victim may well have died. |
528 | * The victim may well have died. |
559 | */ |
529 | */ |
… | |
… | |
562 | victim->play_sound (symptom->sound); |
532 | victim->play_sound (symptom->sound); |
563 | |
533 | |
564 | if (symptom->other_arch) |
534 | if (symptom->other_arch) |
565 | for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) |
535 | for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) |
566 | { |
536 | { |
567 | new_ob = arch_to_object (symptom->other_arch); |
537 | object *new_ob = symptom->other_arch->instance (); |
568 | new_ob->x = tmp->x; |
538 | new_ob->x = tmp->x; |
569 | new_ob->y = tmp->y; |
539 | new_ob->y = tmp->y; |
570 | new_ob->map = victim->map; |
540 | new_ob->map = victim->map; |
571 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
541 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
572 | } |
542 | } |
573 | } |
543 | } |
574 | |
544 | |
|
|
545 | int damage = |
|
|
546 | symptom->stats.dam > 0 |
|
|
547 | ? symptom->stats.dam |
|
|
548 | : max (1, victim->stats.maxhp * -symptom->stats.dam / 100); |
|
|
549 | |
|
|
550 | hit_player (victim, damage, symptom, symptom->attacktype, 1); |
|
|
551 | |
|
|
552 | int sp_reduce = |
|
|
553 | symptom->stats.maxsp > 0 |
|
|
554 | ? symptom->stats.maxsp |
|
|
555 | : max (1, victim->stats.maxsp * -symptom->stats.maxsp / 100); |
|
|
556 | |
|
|
557 | victim->stats.sp = max (0, victim->stats.sp - sp_reduce); |
|
|
558 | |
575 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
559 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
576 | |
560 | |
577 | return 1; |
561 | return 1; |
578 | } |
562 | } |
579 | |
563 | |
… | |
… | |
586 | for (object *disease = hitter->inv; disease; disease = disease->below) |
570 | for (object *disease = hitter->inv; disease; disease = disease->below) |
587 | if (disease->type == DISEASE) |
571 | if (disease->type == DISEASE) |
588 | infect_object (victim, disease, 0); |
572 | infect_object (victim, disease, 0); |
589 | |
573 | |
590 | return 1; |
574 | return 1; |
591 | } |
|
|
592 | |
|
|
593 | // find a disease in someone |
|
|
594 | object * |
|
|
595 | find_disease (object *victim) |
|
|
596 | { |
|
|
597 | for (object *disease = victim->inv; disease; disease = disease->below) |
|
|
598 | if (disease->type == DISEASE) |
|
|
599 | return disease; |
|
|
600 | |
|
|
601 | return 0; |
|
|
602 | } |
575 | } |
603 | |
576 | |
604 | /* do the cure disease stuff, from the spell "cure disease" */ |
577 | /* do the cure disease stuff, from the spell "cure disease" */ |
605 | int |
578 | int |
606 | cure_disease (object *sufferer, object *caster, object *spell) |
579 | cure_disease (object *sufferer, object *caster, object *spell) |
… | |
… | |
644 | } |
617 | } |
645 | |
618 | |
646 | return 1; |
619 | return 1; |
647 | } |
620 | } |
648 | |
621 | |
|
|
622 | #if 0 // unused, but seems interesting |
649 | /* reduces disease progression: reduce_symptoms |
623 | /* reduces disease progression: reduce_symptoms |
650 | * return true if we actually reduce a disease. |
624 | * return true if we actually reduce a disease. |
651 | */ |
625 | */ |
652 | int |
626 | static int |
653 | reduce_symptoms (object *sufferer, int reduction) |
627 | reduce_symptoms (object *sufferer, int reduction) |
654 | { |
628 | { |
655 | object *walk; |
629 | object *walk; |
656 | int success = 0; |
630 | int success = 0; |
657 | |
631 | |
… | |
… | |
673 | if (success) |
647 | if (success) |
674 | new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
648 | new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
675 | |
649 | |
676 | return success; |
650 | return success; |
677 | } |
651 | } |
|
|
652 | #endif |