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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 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; |
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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 (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 (disease->name == walk->name && walk->is_immunity ()) |
|
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157 | { |
|
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158 | walk->level = disease->level; |
|
|
159 | return 1; /* just update the existing immunity. */ |
|
|
160 | } |
|
|
161 | |
|
|
162 | immunity = archetype::get (shstr_immunity); |
|
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163 | |
|
|
164 | immunity->name = disease->name; |
|
|
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 | |
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) |
|
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176 | { |
|
|
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) |
153 | return 1; |
180 | return walk; |
154 | |
181 | |
155 | if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
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156 | return 1; |
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157 | |
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158 | return 0; |
182 | return NULL; |
159 | } |
|
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160 | |
|
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161 | int |
|
|
162 | move_disease (object *disease) |
|
|
163 | { |
|
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164 | /* first task is to determine if the disease is inside or outside of someone. |
|
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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) |
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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) |
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174 | { |
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175 | disease->destroy (); |
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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. */ |
|
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183 | if (disease->stats.food > 0) |
|
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184 | { |
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185 | disease->stats.food--; |
|
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186 | |
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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 | |
|
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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 | |
191 | static int |
214 | int |
|
|
215 | remove_symptoms (object *disease) |
192 | remove_symptoms (object *disease) |
216 | { |
193 | { |
217 | object *symptom, *victim = NULL; |
194 | object *symptom, *victim = NULL; |
218 | |
195 | |
219 | while ((symptom = find_symptom (disease)) != NULL) |
196 | while ((symptom = find_symptom (disease)) != NULL) |
… | |
… | |
228 | victim->update_stats (); |
205 | victim->update_stats (); |
229 | |
206 | |
230 | return 0; |
207 | return 0; |
231 | } |
208 | } |
232 | |
209 | |
233 | /* argument is a disease */ |
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|
234 | object * |
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|
235 | find_symptom (object *disease) |
|
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236 | { |
|
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237 | /* check the inventory for symptoms */ |
|
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238 | for (object *walk = disease->env->inv; walk; walk = walk->below) |
|
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239 | if (walk->name == disease->name && walk->type == SYMPTOM) |
|
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240 | return walk; |
|
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241 | |
|
|
242 | return NULL; |
|
|
243 | } |
|
|
244 | |
|
|
245 | /* searches around for more victims to infect */ |
210 | /* searches around for more victims to infect */ |
246 | int |
211 | static int |
247 | check_infection (object *disease) |
212 | check_infection (object *disease) |
248 | { |
213 | { |
249 | int x, y, range, mflags; |
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250 | maptile *map, *map2; |
|
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251 | object *tmp; |
|
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252 | |
|
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253 | range = abs (disease->magic); |
214 | int range = abs (disease->magic); |
254 | |
215 | |
255 | if (disease->env) |
216 | object *op = disease->outer_env_or_self (); |
256 | { |
|
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257 | x = disease->env->x; |
|
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258 | y = disease->env->y; |
|
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259 | map = disease->env->map; |
|
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260 | } |
|
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261 | else |
|
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262 | { |
|
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263 | x = disease->x; |
|
|
264 | y = disease->y; |
|
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265 | map = disease->map; |
|
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266 | } |
|
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267 | |
217 | |
268 | if (!map) |
218 | if (!op->is_on_map ()) |
269 | return 0; |
219 | return 0; |
270 | |
220 | |
271 | for (int i = x - range; i <= x + range; i++) |
221 | dynbuf buf; |
272 | for (int j = y - range; j <= y + range; j++) |
222 | unordered_mapwalk (buf, op, -range, -range, range, range) |
273 | { |
223 | { |
274 | sint16 i2, j2; |
224 | mapspace &ms = m->at (nx, ny); |
275 | mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
|
|
276 | |
225 | |
277 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
226 | if (ms.flags () & P_IS_ALIVE) |
278 | for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) |
227 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
279 | infect_object (tmp, disease, 0); |
228 | infect_object (tmp, disease, 0); |
280 | } |
229 | } |
281 | |
230 | |
282 | return 1; |
231 | return 1; |
283 | } |
232 | } |
284 | |
233 | |
285 | /* check to see if an object is infectable: |
234 | /* check if victim is susceptible to disease. */ |
286 | * objects with immunity aren't infectable. |
235 | static int |
287 | * objects already infected aren't infectable. |
236 | is_susceptible_to_disease (object *victim, object *disease) |
288 | * dead objects aren't infectable. |
|
|
289 | * undead objects are infectible only if specifically named. |
|
|
290 | */ |
|
|
291 | int |
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292 | infect_object (object *victim, object *disease, int force) |
|
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293 | { |
237 | { |
294 | object *tmp; |
238 | if (!victim->flag [FLAG_ALIVE]) |
295 | object *new_disease; |
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296 | |
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297 | /* don't infect inanimate objects */ |
|
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298 | if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) |
|
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299 | return 0; |
239 | return 0; |
300 | |
240 | |
301 | /* check and see if victim can catch disease: diseases |
241 | if (victim->flag [FLAG_WIZ]) |
302 | * are specific |
|
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303 | */ |
|
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304 | if (!is_susceptible_to_disease (victim, disease)) |
|
|
305 | return 0; |
242 | return 0; |
306 | |
243 | |
307 | /* roll the dice on infection before doing the inventory check! */ |
244 | if (disease->race.contains ("*") && !victim->flag [FLAG_UNDEAD]) |
308 | if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
|
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309 | return 0; |
245 | return 1; |
310 | |
246 | |
311 | /* do an immunity check */ |
247 | if ((disease->race == shstr_undead) && victim->flag [FLAG_UNDEAD]) |
312 | |
|
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313 | /* There used to (IMO) be a flaw in the below - it used to be the case |
|
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314 | * that if level check was done for both immunity and disease. This could |
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315 | * result in a person with multiple afflictions of the same disease |
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316 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
|
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317 | * they were cast in that same order. Instead, change it so that |
|
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318 | * if you diseased, you can't get diseased more. |
|
|
319 | */ |
|
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320 | |
|
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321 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
|
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322 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
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323 | return 0; /* Immune! */ |
|
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324 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
|
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325 | return 0; /* already diseased */ |
|
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326 | |
|
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327 | /* If we've gotten this far, go ahead and infect the victim. */ |
|
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328 | |
|
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329 | new_disease = disease->clone (); |
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330 | |
|
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331 | new_disease->stats.food = disease->stats.maxgrace; |
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332 | new_disease->value = disease->stats.maxhp; |
|
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333 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
|
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334 | |
|
|
335 | /* This appears to be a horrible case of overloading 'NO_PASS' |
|
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336 | * for meaning in the diseases. |
|
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337 | */ |
|
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338 | new_disease->move_block = 0; |
|
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339 | |
|
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340 | // insert before setting the owner |
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341 | victim->head_ ()->insert (new_disease); |
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342 | |
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343 | if (disease->owner) |
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344 | new_disease->set_owner (disease->owner); |
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345 | else if (object *pl = disease->in_player ()) |
|
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346 | /* for diseases which are passed by hitting, set owner and skill */ |
|
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347 | new_disease->set_owner (pl); |
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348 | |
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349 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
|
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350 | { |
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351 | const char *buf; |
|
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352 | |
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353 | /* if the disease has a title, it has a special infection message |
|
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354 | * This messages is printed in the form MESSAGE victim |
|
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355 | */ |
|
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356 | if (new_disease->title) |
|
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357 | buf = format ("%s %s!!", &disease->title, &victim->name); |
|
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358 | else |
|
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359 | buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
|
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360 | |
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361 | if (victim->type == PLAYER) |
|
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362 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
|
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363 | else |
|
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364 | new_draw_info (0, 4, new_disease->owner, buf); |
|
|
365 | } |
|
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366 | |
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367 | if (victim->type == PLAYER) |
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368 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
|
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369 | |
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370 | return 1; |
248 | return 1; |
|
|
249 | |
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250 | if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name)) |
|
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251 | return 1; |
|
|
252 | |
|
|
253 | return 0; |
371 | } |
254 | } |
372 | |
255 | |
373 | /* this function monitors the symptoms caused by the disease (if any), |
256 | /* this function monitors the symptoms caused by the disease (if any), |
374 | causes symptoms, and modifies existing symptoms in the case of |
257 | causes symptoms, and modifies existing symptoms in the case of |
375 | existing diseases. */ |
258 | existing diseases. */ |
376 | int |
259 | static int |
377 | do_symptoms (object *disease) |
260 | do_symptoms (object *disease) |
378 | { |
261 | { |
379 | object *symptom; |
262 | object *symptom; |
380 | object *victim; |
263 | object *victim; |
381 | object *tmp; |
264 | object *tmp; |
… | |
… | |
406 | return 0; |
289 | return 0; |
407 | |
290 | |
408 | /* check for an actual immunity */ |
291 | /* check for an actual immunity */ |
409 | /* do an immunity check */ |
292 | /* do an immunity check */ |
410 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
293 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
411 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
294 | if (tmp->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */ |
412 | if (tmp->name == disease->name && tmp->level >= disease->level) |
295 | if (tmp->level >= disease->level) |
413 | return 0; /* Immune! */ |
296 | return 0; /* Immune! */ |
414 | |
297 | |
415 | object *new_symptom = get_archetype ("symptom"); |
298 | object *new_symptom = archetype::get (shstr_symptom); |
416 | |
299 | |
417 | /* Something special done with dam. We want diseases to be more |
300 | /* Something special done with dam. We want diseases to be more |
418 | * random in what they'll kill, so we'll make the damage they |
301 | * random in what they'll kill, so we'll make the damage they |
419 | * do random, note, this has a weird effect with progressive diseases. |
302 | * do random, note, this has a weird effect with progressive diseases. |
420 | */ |
303 | */ |
… | |
… | |
435 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
318 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
436 | |
319 | |
437 | new_symptom->name = new_symptom->name_pl = disease->name; |
320 | new_symptom->name = new_symptom->name_pl = disease->name; |
438 | |
321 | |
439 | new_symptom->level = disease->level; |
322 | new_symptom->level = disease->level; |
440 | new_symptom->speed = disease->speed; |
|
|
441 | new_symptom->value = 0; |
323 | new_symptom->value = 0; |
|
|
324 | |
|
|
325 | new_symptom->set_speed (disease->speed); |
442 | |
326 | |
443 | for (int i = 0; i < NUM_STATS; ++i) |
327 | for (int i = 0; i < NUM_STATS; ++i) |
444 | new_symptom->stats.stat (i) = disease->stats.stat (i); |
328 | new_symptom->stats.stat (i) = disease->stats.stat (i); |
445 | |
329 | |
446 | new_symptom->stats.sp = disease->stats.sp; |
330 | new_symptom->stats.sp = disease->stats.sp; |
… | |
… | |
487 | symptom->msg = disease->msg; |
371 | symptom->msg = disease->msg; |
488 | symptom->attacktype = disease->attacktype; |
372 | symptom->attacktype = disease->attacktype; |
489 | symptom->other_arch = disease->other_arch; |
373 | symptom->other_arch = disease->other_arch; |
490 | } |
374 | } |
491 | |
375 | |
492 | SET_FLAG (symptom, FLAG_APPLIED); |
376 | symptom->set_flag (FLAG_APPLIED); |
493 | victim->update_stats (); |
377 | victim->update_stats (); |
494 | |
378 | |
495 | return 1; |
379 | return 1; |
496 | } |
380 | } |
497 | |
381 | |
498 | /* grants immunity to plagues we've seen before. */ |
|
|
499 | int |
382 | int |
500 | grant_immunity (object *disease) |
383 | move_disease (object *disease) |
501 | { |
384 | { |
502 | object *immunity; |
385 | /* First task is to determine if the disease is inside or outside of someone. |
|
|
386 | * If outside, we decrement 'value' until we're gone. |
|
|
387 | */ |
|
|
388 | |
|
|
389 | if (!disease->env) |
|
|
390 | { /* we're outside of someone */ |
|
|
391 | if (disease->stats.maxhp > 0) |
|
|
392 | disease->value--; |
|
|
393 | |
|
|
394 | if (!disease->value) |
|
|
395 | { |
|
|
396 | disease->destroy (); |
|
|
397 | return 1; |
|
|
398 | } |
|
|
399 | } |
|
|
400 | else |
|
|
401 | { |
|
|
402 | /* if we're inside a person, have the disease run its course */ |
|
|
403 | /* negative/zero food denotes "perpetual" diseases. */ |
|
|
404 | if (disease->stats.food > 0) |
|
|
405 | { |
|
|
406 | disease->stats.food--; |
|
|
407 | |
|
|
408 | if (!disease->stats.food) |
|
|
409 | { |
|
|
410 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
|
|
411 | grant_immunity (disease); |
|
|
412 | disease->destroy (); |
|
|
413 | return 1; |
|
|
414 | } |
|
|
415 | } |
|
|
416 | } |
|
|
417 | |
|
|
418 | /* check to see if we infect others */ |
|
|
419 | check_infection (disease); |
|
|
420 | |
|
|
421 | /* impose or modify the symptoms of the disease */ |
|
|
422 | if (disease->env && is_susceptible_to_disease (disease->env, disease)) |
|
|
423 | do_symptoms (disease); |
|
|
424 | |
|
|
425 | return 0; |
|
|
426 | } |
|
|
427 | |
|
|
428 | /* check to see if an object is infectable: |
|
|
429 | * objects with immunity aren't infectable. |
|
|
430 | * objects already infected aren't infectable. |
|
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431 | * dead objects aren't infectable. |
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432 | * undead objects are infectible only if specifically named. |
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433 | */ |
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434 | int |
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435 | infect_object (object *victim, object *disease, int force) |
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436 | { |
503 | object *walk; |
437 | object *tmp; |
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438 | object *new_disease; |
504 | |
439 | |
505 | /* Don't give immunity to this disease if last_heal is set. */ |
440 | /* don't infect inanimate objects */ |
506 | if (disease->last_heal) |
441 | if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER)) |
507 | return 0; |
442 | return 0; |
508 | |
443 | |
509 | /* first, search for an immunity of the same name */ |
444 | /* check and see if victim can catch disease: diseases |
510 | for (walk = disease->env->inv; walk; walk = walk->below) |
445 | * are specific |
511 | if (walk->type == 98 && disease->name == walk->name) |
446 | */ |
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447 | if (!is_susceptible_to_disease (victim, disease)) |
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448 | return 0; |
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449 | |
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450 | /* roll the dice on infection before doing the inventory check! */ |
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451 | if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
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452 | return 0; |
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453 | |
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454 | /* do an immunity check */ |
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455 | |
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456 | /* There used to (IMO) be a flaw in the below - it used to be the case |
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457 | * that if level check was done for both immunity and disease. This could |
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458 | * result in a person with multiple afflictions of the same disease |
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459 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
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460 | * they were cast in that same order. Instead, change it so that |
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461 | * if you diseased, you can't get diseased more. |
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462 | */ |
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463 | |
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464 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
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465 | if (tmp->name == disease->name && tmp->is_immunity () && tmp->level >= disease->level) |
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466 | return 0; /* Immune! */ |
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467 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
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468 | return 0; /* already diseased */ |
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469 | |
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470 | /* If we've gotten this far, go ahead and infect the victim. */ |
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471 | |
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472 | new_disease = disease->clone (); |
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473 | |
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474 | new_disease->stats.food = disease->stats.maxgrace; |
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475 | new_disease->value = disease->stats.maxhp; |
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476 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
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477 | |
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478 | /* This appears to be a horrible case of overloading 'NO_PASS' |
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479 | * for meaning in the diseases. |
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480 | */ |
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481 | new_disease->move_block = 0; |
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482 | |
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483 | // insert before setting the owner |
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484 | victim->head_ ()->insert (new_disease); |
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485 | |
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486 | if (disease->owner) |
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487 | new_disease->set_owner (disease->owner); |
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488 | else if (object *pl = disease->in_player ()) |
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489 | /* for diseases which are passed by hitting, set owner and skill */ |
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490 | new_disease->set_owner (pl); |
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491 | |
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492 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
512 | { |
493 | { |
513 | walk->level = disease->level; |
494 | const char *buf; |
514 | return 1; /* just update the existing immunity. */ |
495 | |
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496 | /* if the disease has a title, it has a special infection message |
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497 | * This messages is printed in the form MESSAGE victim |
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498 | */ |
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499 | if (new_disease->title) |
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500 | buf = format ("%s %s!!", &disease->title, &victim->name); |
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501 | else |
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502 | buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
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503 | |
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504 | if (victim->type == PLAYER) |
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505 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
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506 | else |
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507 | new_draw_info (0, 4, new_disease->owner, buf); |
515 | } |
508 | } |
516 | |
509 | |
517 | immunity = get_archetype ("immunity"); |
510 | if (victim->type == PLAYER) |
518 | |
511 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
519 | immunity->name = disease->name; |
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520 | immunity->level = disease->level; |
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521 | immunity->move_block = 0; |
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522 | |
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523 | insert_ob_in_ob (immunity, disease->env); |
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524 | |
512 | |
525 | return 1; |
513 | return 1; |
526 | } |
514 | } |
527 | |
515 | |
528 | /* make the symptom do the nasty things it does */ |
516 | /* make the symptom do the nasty things it does */ |
529 | int |
517 | int |
530 | move_symptom (object *symptom) |
518 | move_symptom (object *symptom) |
531 | { |
519 | { |
532 | object *victim = symptom->env; |
520 | object *victim = symptom->env; |
533 | object *new_ob; |
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534 | int sp_reduce; |
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535 | |
521 | |
536 | if (!victim || !victim->map) |
522 | if (!victim || !victim->map) |
537 | { /* outside a monster/player, die immediately */ |
523 | { /* outside a monster/player, die immediately */ |
538 | symptom->destroy (); |
524 | symptom->destroy (); |
539 | return 0; |
525 | return 0; |
540 | } |
526 | } |
541 | |
527 | |
542 | if (symptom->stats.dam > 0) |
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543 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
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544 | else |
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545 | hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); |
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546 | |
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547 | if (symptom->stats.maxsp > 0) |
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548 | sp_reduce = symptom->stats.maxsp; |
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549 | else |
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550 | sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); |
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551 | |
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552 | victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); |
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553 | |
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554 | /* create the symptom "other arch" object and drop it here |
528 | /* create the symptom "other arch" object and drop it here |
555 | * under every part of the monster |
529 | * under every part of the monster |
556 | * The victim may well have died. |
530 | * The victim may well have died. |
557 | */ |
531 | */ |
558 | if (symptom->other_arch && victim->map) |
532 | if (victim->map) |
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533 | { |
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534 | victim->play_sound (symptom->sound); |
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535 | |
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536 | if (symptom->other_arch) |
559 | for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) |
537 | for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) |
560 | { |
538 | { |
561 | new_ob = arch_to_object (symptom->other_arch); |
539 | object *new_ob = symptom->other_arch->instance (); |
562 | new_ob->x = tmp->x; |
540 | new_ob->x = tmp->x; |
563 | new_ob->y = tmp->y; |
541 | new_ob->y = tmp->y; |
564 | new_ob->map = victim->map; |
542 | new_ob->map = victim->map; |
565 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
543 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
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544 | } |
566 | } |
545 | } |
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546 | |
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547 | int damage = |
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548 | symptom->stats.dam > 0 |
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549 | ? symptom->stats.dam |
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550 | : max (1, victim->stats.maxhp * -symptom->stats.dam / 100); |
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551 | |
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552 | hit_player (victim, damage, symptom, symptom->attacktype, 1); |
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553 | |
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554 | int sp_reduce = |
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555 | symptom->stats.maxsp > 0 |
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556 | ? symptom->stats.maxsp |
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557 | : max (1, victim->stats.maxsp * -symptom->stats.maxsp / 100); |
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558 | |
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559 | victim->stats.sp = max (0, victim->stats.sp - sp_reduce); |
567 | |
560 | |
568 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
561 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
569 | |
562 | |
570 | return 1; |
563 | return 1; |
571 | } |
564 | } |
… | |
… | |
581 | infect_object (victim, disease, 0); |
574 | infect_object (victim, disease, 0); |
582 | |
575 | |
583 | return 1; |
576 | return 1; |
584 | } |
577 | } |
585 | |
578 | |
586 | // find a disease in someone |
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587 | object * |
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588 | find_disease (object *victim) |
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589 | { |
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590 | for (object *disease = victim->inv; disease; disease = disease->below) |
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591 | if (disease->type == DISEASE) |
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592 | return disease; |
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593 | |
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594 | return 0; |
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|
595 | } |
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596 | |
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597 | /* do the cure disease stuff, from the spell "cure disease" */ |
579 | /* do the cure disease stuff, from the spell "cure disease" */ |
598 | int |
580 | int |
599 | cure_disease (object *sufferer, object *caster) |
581 | cure_disease (object *sufferer, object *caster, object *spell) |
600 | { |
582 | { |
601 | object *disease, *next; |
583 | object *disease, *next; |
602 | int casting_level; |
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603 | int cure = 0; |
584 | int cure = 0; |
604 | |
585 | |
605 | if (caster) |
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606 | casting_level = caster->level; |
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607 | else |
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608 | casting_level = 1000; /* if null caster, CURE all. */ |
586 | int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */ |
609 | |
587 | |
610 | for (disease = sufferer->inv; disease; disease = next) |
588 | for (disease = sufferer->inv; disease; disease = next) |
611 | { |
589 | { |
612 | next = disease->below; |
590 | next = disease->below; |
613 | |
591 | |
… | |
… | |
621 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
599 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
622 | { |
600 | { |
623 | remove_symptoms (disease); |
601 | remove_symptoms (disease); |
624 | cure = 1; |
602 | cure = 1; |
625 | |
603 | |
626 | if (caster) |
604 | if (caster && spell) |
627 | change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); |
605 | change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY); |
628 | |
606 | |
629 | disease->destroy (); |
607 | disease->destroy (); |
630 | } |
608 | } |
631 | } |
609 | } |
632 | } |
610 | } |
… | |
… | |
641 | } |
619 | } |
642 | |
620 | |
643 | return 1; |
621 | return 1; |
644 | } |
622 | } |
645 | |
623 | |
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624 | #if 0 // unused, but seems interesting |
646 | /* reduces disease progression: reduce_symptoms |
625 | /* reduces disease progression: reduce_symptoms |
647 | * return true if we actually reduce a disease. |
626 | * return true if we actually reduce a disease. |
648 | */ |
627 | */ |
649 | int |
628 | static int |
650 | reduce_symptoms (object *sufferer, int reduction) |
629 | reduce_symptoms (object *sufferer, int reduction) |
651 | { |
630 | { |
652 | object *walk; |
631 | object *walk; |
653 | int success = 0; |
632 | int success = 0; |
654 | |
633 | |
… | |
… | |
670 | if (success) |
649 | if (success) |
671 | new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
650 | new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
672 | |
651 | |
673 | return success; |
652 | return success; |
674 | } |
653 | } |
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654 | #endif |