1 | |
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2 | /* |
1 | /* |
3 | * static char *rcsid_disease_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
4 | * "$Id: disease.C,v 1.4 2006/09/10 15:59:57 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify it under |
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9 | * the terms of the Affero GNU General Public License as published by the |
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10 | * Free Software Foundation, either version 3 of the License, or (at your |
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11 | * option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the Affero GNU General Public License |
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19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
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21 | * |
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22 | * The authors can be reached via e-mail to <support@deliantra.net> |
5 | */ |
23 | */ |
6 | |
24 | |
7 | /* |
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8 | CrossFire, A Multiplayer game for X-windows |
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9 | |
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10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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11 | Copyright (C) 1992 Frank Tore Johansen |
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12 | |
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13 | This program is free software; you can redistribute it and/or modify |
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14 | it under the terms of the GNU General Public License as published by |
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15 | the Free Software Foundation; either version 2 of the License, or |
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16 | (at your option) any later version. |
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17 | |
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18 | This program is distributed in the hope that it will be useful, |
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19 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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20 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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21 | GNU General Public License for more details. |
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22 | |
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23 | You should have received a copy of the GNU General Public License |
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24 | along with this program; if not, write to the Free Software |
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25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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26 | |
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27 | The authors can be reached via e-mail to crossfire-devel@real-time.com |
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28 | */ |
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29 | |
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30 | /* This file contains all the code implementing diseases, |
25 | /* This file contains all the code implementing diseases, |
31 | except for odds and ends in attack.c and in |
26 | * except for odds and ends in attack.c and in |
32 | living.c*/ |
27 | * living.c |
33 | |
28 | */ |
34 | |
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35 | |
29 | |
36 | /* |
30 | /* |
37 | |
31 | |
38 | For DISEASES: |
32 | For DISEASES: |
39 | Stat Property Definition |
33 | Stat Property Definition |
… | |
… | |
51 | dam^ Damage How much damage it does (%?). |
45 | dam^ Damage How much damage it does (%?). |
52 | maxgrace+ Duration How long before the disease is naturally cured. |
46 | maxgrace+ Duration How long before the disease is naturally cured. |
53 | food DurCount Counter for Duration |
47 | food DurCount Counter for Duration |
54 | |
48 | |
55 | speed Speed How often the disease moves. |
49 | speed Speed How often the disease moves. |
56 | last_sp^ Lethargy Percentage of max speed--10 = 10% speed. |
50 | last_sp^ Lethargy Percentage of max speed. 10 = 10% speed. |
57 | |
51 | |
58 | maxsp^ Mana deplete Saps mana. |
52 | maxsp^ Mana deplete Saps mana. |
59 | ac^ Progressiveness How the diseases increases in severity. |
53 | ac^ Progressiveness How the diseases increases in severity. |
60 | last_eat*^ Deplete food saps food if negative |
54 | last_eat*^ Deplete food saps food if negative |
61 | last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
55 | last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
… | |
… | |
132 | |
126 | |
133 | |
127 | |
134 | #include <global.h> |
128 | #include <global.h> |
135 | #include <object.h> |
129 | #include <object.h> |
136 | #include <living.h> |
130 | #include <living.h> |
137 | #ifndef __CEXTRACT__ |
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138 | # include <sproto.h> |
131 | #include <sproto.h> |
139 | #endif |
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140 | #include <spells.h> |
132 | #include <spells.h> |
141 | #include <sounds.h> |
133 | #include <sounds.h> |
142 | #include <skills.h> |
134 | #include <skills.h> |
143 | |
135 | |
144 | /* IMPLEMENTATION NOTES |
136 | /* IMPLEMENTATION NOTES |
… | |
… | |
146 | 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 |
147 | inventory. They themselves do nothing, except modify Symptoms, or |
139 | inventory. They themselves do nothing, except modify Symptoms, or |
148 | 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: |
149 | these are their own object. */ |
141 | these are their own object. */ |
150 | |
142 | |
151 | /* check if victim is susceptible to disease. */ |
143 | /* grants immunity to plagues we've seen before. */ |
152 | static int |
144 | static int |
153 | is_susceptible_to_disease (object *victim, object *disease) |
145 | grant_immunity (object *disease) |
154 | { |
146 | { |
155 | 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. */ |
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151 | if (disease->last_heal) |
156 | return 0; |
152 | return 0; |
157 | |
153 | |
158 | if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
154 | /* first, search for an immunity of the same name */ |
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155 | for (walk = disease->env->inv; walk; walk = walk->below) |
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156 | if (disease->name == walk->name && walk->is_immunity ()) |
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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. */ |
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160 | } |
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161 | |
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162 | immunity = archetype::get (shstr_immunity); |
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163 | |
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164 | immunity->name = disease->name; |
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165 | immunity->level = disease->level; |
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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 | |
159 | return 1; |
170 | return 1; |
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171 | } |
160 | |
172 | |
161 | if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
173 | /* argument is a disease */ |
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174 | static object * |
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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) |
162 | return 1; |
180 | return walk; |
163 | |
181 | |
164 | if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
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165 | return 1; |
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166 | |
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167 | return 0; |
182 | return NULL; |
168 | } |
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169 | |
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170 | int |
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171 | move_disease (object *disease) |
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172 | { |
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173 | /* first task is to determine if the disease is inside or outside of someone. |
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174 | * If outside, we decrement 'value' until we're gone. |
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175 | */ |
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176 | |
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177 | if (disease->env == NULL) |
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178 | { /* we're outside of someone */ |
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179 | if (disease->stats.maxhp > 0) |
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180 | disease->value--; |
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181 | if (disease->value == 0) |
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182 | { |
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183 | remove_ob (disease); |
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184 | free_object (disease); |
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185 | return 1; |
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186 | } |
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187 | } |
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188 | else |
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189 | { |
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190 | /* if we're inside a person, have the disease run its course */ |
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191 | /* negative foods denote "perpetual" diseases. */ |
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192 | if (disease->stats.food > 0) |
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193 | { |
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194 | disease->stats.food--; |
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195 | if (disease->stats.food == 0) |
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196 | { |
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197 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
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198 | grant_immunity (disease); |
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199 | remove_ob (disease); |
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200 | free_object (disease); |
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201 | return 1; |
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202 | } |
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203 | } |
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204 | } |
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205 | /* check to see if we infect others */ |
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206 | check_infection (disease); |
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207 | |
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208 | /* impose or modify the symptoms of the disease */ |
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209 | if (disease->env && is_susceptible_to_disease (disease->env, disease)) |
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210 | do_symptoms (disease); |
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211 | |
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212 | return 0; |
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213 | } |
183 | } |
214 | |
184 | |
215 | /* remove any symptoms of disease |
185 | /* remove any symptoms of disease |
216 | * 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 |
217 | * player may have - I think through some odd interactoins with |
187 | * player may have - I think through some odd interactoins with |
218 | * disease level and player level and whatnot, a player could get |
188 | * disease level and player level and whatnot, a player could get |
219 | * more than one symtpom to a disease. |
189 | * more than one symtpom to a disease. |
220 | */ |
190 | */ |
221 | |
191 | static int |
222 | int |
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223 | remove_symptoms (object *disease) |
192 | remove_symptoms (object *disease) |
224 | { |
193 | { |
225 | object *symptom, *victim = NULL; |
194 | object *symptom, *victim = NULL; |
226 | |
195 | |
227 | while ((symptom = find_symptom (disease)) != NULL) |
196 | while ((symptom = find_symptom (disease)) != NULL) |
228 | { |
197 | { |
229 | if (!victim) |
198 | if (!victim) |
230 | victim = symptom->env; |
199 | victim = symptom->env; |
231 | remove_ob (symptom); |
200 | |
232 | free_object (symptom); |
201 | symptom->destroy (); |
233 | } |
202 | } |
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203 | |
234 | if (victim) |
204 | if (victim) |
235 | fix_player (victim); |
205 | victim->update_stats (); |
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206 | |
236 | return 0; |
207 | return 0; |
237 | } |
208 | } |
238 | |
209 | |
239 | /* argument is a disease */ |
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240 | object * |
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241 | find_symptom (object *disease) |
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242 | { |
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243 | object *walk; |
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244 | |
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245 | /* check the inventory for symptoms */ |
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246 | for (walk = disease->env->inv; walk; walk = walk->below) |
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247 | if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM) |
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248 | return walk; |
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249 | return NULL; |
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250 | } |
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251 | |
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252 | /* searches around for more victims to infect */ |
210 | /* searches around for more victims to infect */ |
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211 | static int |
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212 | check_infection (object *disease) |
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213 | { |
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214 | int range = abs (disease->magic); |
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215 | |
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216 | object *op = disease->outer_env_or_self (); |
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217 | |
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218 | if (!op->is_on_map ()) |
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219 | return 0; |
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220 | |
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221 | dynbuf buf; |
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222 | unordered_mapwalk (buf, op, -range, -range, range, range) |
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223 | { |
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224 | mapspace &ms = m->at (nx, ny); |
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225 | |
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226 | if (ms.flags () & P_IS_ALIVE) |
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227 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
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228 | infect_object (tmp, disease, 0); |
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229 | } |
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230 | |
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231 | return 1; |
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232 | } |
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233 | |
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234 | /* check if victim is susceptible to disease. */ |
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235 | static int |
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236 | is_susceptible_to_disease (object *victim, object *disease) |
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237 | { |
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238 | if (!victim->flag [FLAG_ALIVE]) |
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239 | return 0; |
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240 | |
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241 | if (victim->flag [FLAG_WIZ]) |
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242 | return 0; |
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243 | |
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244 | if (disease->race.contains ("*") && !victim->flag [FLAG_UNDEAD]) |
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245 | return 1; |
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246 | |
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247 | if ((disease->race == shstr_undead) && victim->flag [FLAG_UNDEAD]) |
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248 | return 1; |
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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; |
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252 | |
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253 | return 0; |
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254 | } |
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255 | |
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256 | /* this function monitors the symptoms caused by the disease (if any), |
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257 | causes symptoms, and modifies existing symptoms in the case of |
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258 | existing diseases. */ |
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259 | static int |
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260 | do_symptoms (object *disease) |
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261 | { |
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262 | object *symptom; |
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263 | object *victim; |
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264 | object *tmp; |
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265 | |
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266 | victim = disease->env; |
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267 | |
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268 | if (!victim) |
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269 | return 0; /* no-one to inflict symptoms on */ |
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270 | |
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271 | /* This is a quick hack - for whatever reason, disease->env will point |
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272 | * back to disease, causing endless loops. Why this happens really needs |
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273 | * to be found, but this should at least prevent the infinite loops. |
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274 | */ |
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275 | //TODO: should no longer be the case, monitor, and remove |
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276 | if (victim == disease) |
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277 | { |
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278 | LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ()); |
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279 | return 0; |
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280 | } |
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281 | |
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282 | symptom = find_symptom (disease); |
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283 | if (!symptom) |
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284 | { |
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285 | /* no symptom? need to generate one! */ |
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286 | |
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287 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
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288 | if (!is_susceptible_to_disease (victim, disease)) |
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289 | return 0; |
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290 | |
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291 | /* check for an actual immunity */ |
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292 | /* do an immunity check */ |
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293 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
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294 | if (tmp->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */ |
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295 | if (tmp->level >= disease->level) |
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296 | return 0; /* Immune! */ |
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297 | |
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298 | object *new_symptom = archetype::get (shstr_symptom); |
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299 | |
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300 | /* Something special done with dam. We want diseases to be more |
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301 | * random in what they'll kill, so we'll make the damage they |
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302 | * do random, note, this has a weird effect with progressive diseases. |
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303 | */ |
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304 | if (disease->stats.dam) |
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305 | { |
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306 | int dam = disease->stats.dam; |
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307 | |
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308 | /* reduce the damage, on average, 50%, and making things random. */ |
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309 | |
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310 | dam = random_roll (1, abs (dam), victim, PREFER_LOW); |
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311 | if (disease->stats.dam < 0) |
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312 | dam = -dam; |
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313 | |
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314 | new_symptom->stats.dam = dam; |
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315 | } |
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316 | |
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317 | new_symptom->stats.maxsp = disease->stats.maxsp; |
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318 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
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319 | |
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320 | new_symptom->name = new_symptom->name_pl = disease->name; |
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321 | |
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322 | new_symptom->level = disease->level; |
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323 | new_symptom->value = 0; |
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324 | |
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325 | new_symptom->set_speed (disease->speed); |
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326 | |
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327 | for (int i = 0; i < NUM_STATS; ++i) |
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328 | new_symptom->stats.stat (i) = disease->stats.stat (i); |
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329 | |
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330 | new_symptom->stats.sp = disease->stats.sp; |
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331 | new_symptom->stats.food = disease->last_eat; |
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332 | new_symptom->stats.maxsp = disease->stats.maxsp; |
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333 | new_symptom->last_sp = disease->last_sp; |
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334 | new_symptom->stats.exp = 0; |
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335 | new_symptom->stats.hp = disease->stats.hp; |
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336 | new_symptom->msg = disease->msg; |
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337 | new_symptom->attacktype = disease->attacktype; |
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338 | new_symptom->other_arch = disease->other_arch; |
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339 | new_symptom->skill = disease->skill; |
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340 | |
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341 | new_symptom->move_block = 0; |
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342 | |
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343 | victim->head_ ()->insert (new_symptom); |
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344 | |
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345 | // set owner last, as insert clears owner |
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346 | new_symptom->set_owner (disease->owner); |
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347 | |
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348 | return 1; |
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349 | } |
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350 | |
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351 | /* now deal with progressing diseases: we increase the debility |
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352 | * caused by the symptoms. |
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353 | */ |
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354 | if (disease->stats.ac) |
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355 | { |
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356 | symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100); |
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357 | |
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358 | float scale = 1.f + symptom->value / 100.f; |
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359 | |
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360 | /* now rescale all the debilities */ |
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361 | for (int i = 0; i < NUM_STATS; ++i) |
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362 | symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127); |
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363 | |
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364 | symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024); |
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365 | symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); |
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366 | symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024); |
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367 | symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024); |
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368 | symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024); |
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369 | symptom->stats.exp = 0; |
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370 | symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0; |
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371 | symptom->msg = disease->msg; |
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372 | symptom->attacktype = disease->attacktype; |
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373 | symptom->other_arch = disease->other_arch; |
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374 | } |
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375 | |
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376 | symptom->set_flag (FLAG_APPLIED); |
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377 | victim->update_stats (); |
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378 | |
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379 | return 1; |
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380 | } |
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381 | |
253 | int |
382 | int |
254 | check_infection (object *disease) |
383 | move_disease (object *disease) |
255 | { |
384 | { |
256 | int x, y, range, mflags; |
385 | /* First task is to determine if the disease is inside or outside of someone. |
257 | mapstruct *map, *map2; |
386 | * If outside, we decrement 'value' until we're gone. |
258 | object *tmp; |
387 | */ |
259 | sint16 i, j, i2, j2; |
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260 | |
388 | |
261 | range = abs (disease->magic); |
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262 | if (disease->env) |
389 | if (!disease->env) |
263 | { |
390 | { /* we're outside of someone */ |
264 | x = disease->env->x; |
391 | if (disease->stats.maxhp > 0) |
265 | y = disease->env->y; |
392 | disease->value--; |
266 | map = disease->env->map; |
393 | |
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394 | if (!disease->value) |
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395 | { |
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396 | disease->destroy (); |
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397 | return 1; |
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398 | } |
267 | } |
399 | } |
268 | else |
400 | else |
269 | { |
401 | { |
270 | x = disease->x; |
402 | /* if we're inside a person, have the disease run its course */ |
271 | y = disease->y; |
403 | /* negative/zero food denotes "perpetual" diseases. */ |
272 | map = disease->map; |
404 | if (disease->stats.food > 0) |
273 | } |
|
|
274 | |
|
|
275 | if (map == NULL) |
|
|
276 | return 0; |
|
|
277 | for (i = x - range; i <= x + range; i++) |
|
|
278 | { |
|
|
279 | for (j = y - range; j <= y + range; j++) |
|
|
280 | { |
405 | { |
281 | mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
406 | disease->stats.food--; |
282 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
407 | |
|
|
408 | if (!disease->stats.food) |
283 | { |
409 | { |
284 | for (tmp = get_map_ob (map2, i2, j2); tmp; tmp = tmp->above) |
410 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
285 | { |
411 | grant_immunity (disease); |
286 | infect_object (tmp, disease, 0); |
412 | disease->destroy (); |
287 | } |
413 | return 1; |
288 | } |
414 | } |
289 | } |
415 | } |
290 | } |
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 | |
291 | return 1; |
425 | return 0; |
292 | } |
426 | } |
293 | |
|
|
294 | |
427 | |
295 | /* check to see if an object is infectable: |
428 | /* check to see if an object is infectable: |
296 | * objects with immunity aren't infectable. |
429 | * objects with immunity aren't infectable. |
297 | * objects already infected aren't infectable. |
430 | * objects already infected aren't infectable. |
298 | * dead objects aren't infectable. |
431 | * dead objects aren't infectable. |
… | |
… | |
303 | { |
436 | { |
304 | object *tmp; |
437 | object *tmp; |
305 | object *new_disease; |
438 | object *new_disease; |
306 | |
439 | |
307 | /* don't infect inanimate objects */ |
440 | /* don't infect inanimate objects */ |
308 | if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) |
441 | if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER)) |
309 | return 0; |
442 | return 0; |
310 | |
443 | |
311 | /* check and see if victim can catch disease: diseases |
444 | /* check and see if victim can catch disease: diseases |
312 | * are specific |
445 | * are specific |
313 | */ |
446 | */ |
… | |
… | |
317 | /* roll the dice on infection before doing the inventory check! */ |
450 | /* roll the dice on infection before doing the inventory check! */ |
318 | if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
451 | if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
319 | return 0; |
452 | return 0; |
320 | |
453 | |
321 | /* do an immunity check */ |
454 | /* do an immunity check */ |
322 | if (victim->head) |
|
|
323 | tmp = victim->head->inv; |
|
|
324 | else |
|
|
325 | tmp = victim->inv; |
|
|
326 | |
455 | |
327 | /* There used to (IMO) be a flaw in the below - it used to be the case |
456 | /* There used to (IMO) be a flaw in the below - it used to be the case |
328 | * that if level check was done for both immunity and disease. This could |
457 | * that if level check was done for both immunity and disease. This could |
329 | * result in a person with multiple afflictions of the same disease |
458 | * result in a person with multiple afflictions of the same disease |
330 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
459 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
331 | * they were cast in that same order. Instead, change it so that |
460 | * they were cast in that same order. Instead, change it so that |
332 | * if you diseased, you can't get diseased more. |
461 | * if you diseased, you can't get diseased more. |
333 | */ |
462 | */ |
334 | |
463 | |
335 | for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) |
464 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
336 | { |
465 | if (tmp->name == disease->name && tmp->is_immunity () && tmp->level >= disease->level) |
337 | if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) |
|
|
338 | return 0; /*Immune! */ |
466 | return 0; /* Immune! */ |
339 | else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) |
467 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
340 | return 0; /* already diseased */ |
468 | return 0; /* already diseased */ |
341 | } |
|
|
342 | |
469 | |
343 | /* If we've gotten this far, go ahead and infect the victim. */ |
470 | /* If we've gotten this far, go ahead and infect the victim. */ |
344 | new_disease = get_object (); |
471 | |
345 | copy_object (disease, new_disease); |
472 | new_disease = disease->clone (); |
|
|
473 | |
346 | new_disease->stats.food = disease->stats.maxgrace; |
474 | new_disease->stats.food = disease->stats.maxgrace; |
347 | new_disease->value = disease->stats.maxhp; |
475 | new_disease->value = disease->stats.maxhp; |
348 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
476 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
349 | |
477 | |
350 | /* Unfortunately, set_owner does the wrong thing to the skills pointers |
|
|
351 | * resulting in exp going into the owners *current* chosen skill. |
|
|
352 | */ |
|
|
353 | |
|
|
354 | if (get_owner (disease)) |
|
|
355 | { |
|
|
356 | set_owner (new_disease, disease->owner); |
|
|
357 | |
|
|
358 | /* Only need to update skill if different */ |
|
|
359 | if (new_disease->skill != disease->skill) |
|
|
360 | new_disease->skill = disease->skill; |
|
|
361 | } |
|
|
362 | else |
|
|
363 | { /* for diseases which are passed by hitting, set owner and praying skill */ |
|
|
364 | if (disease->env && disease->env->type == PLAYER) |
|
|
365 | { |
|
|
366 | object *player = disease->env; |
|
|
367 | |
|
|
368 | set_owner (new_disease, player); |
|
|
369 | |
|
|
370 | /* the skill pointer for these diseases should already be set up - |
|
|
371 | * hardcoding in 'praying' is not the right approach. |
|
|
372 | */ |
|
|
373 | } |
|
|
374 | } |
|
|
375 | |
|
|
376 | insert_ob_in_ob (new_disease, victim); |
|
|
377 | /* This appears to be a horrible case of overloading 'NO_PASS' |
478 | /* This appears to be a horrible case of overloading 'NO_PASS' |
378 | * for meaning in the diseases. |
479 | * for meaning in the diseases. |
379 | */ |
480 | */ |
380 | new_disease->move_block = 0; |
481 | new_disease->move_block = 0; |
|
|
482 | |
|
|
483 | // insert before setting the owner |
|
|
484 | victim->head_ ()->insert (new_disease); |
|
|
485 | |
|
|
486 | if (disease->owner) |
|
|
487 | new_disease->set_owner (disease->owner); |
|
|
488 | else if (object *pl = disease->in_player ()) |
|
|
489 | /* for diseases which are passed by hitting, set owner and skill */ |
|
|
490 | new_disease->set_owner (pl); |
|
|
491 | |
381 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
492 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
382 | { |
493 | { |
383 | char buf[128]; |
494 | const char *buf; |
384 | |
495 | |
385 | /* if the disease has a title, it has a special infection message |
496 | /* if the disease has a title, it has a special infection message |
386 | * This messages is printed in the form MESSAGE victim |
497 | * This messages is printed in the form MESSAGE victim |
387 | */ |
498 | */ |
388 | if (new_disease->title) |
499 | if (new_disease->title) |
389 | sprintf (buf, "%s %s!!", &disease->title, &victim->name); |
500 | buf = format ("%s %s!!", &disease->title, &victim->name); |
390 | else |
501 | else |
391 | sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
502 | buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
392 | |
503 | |
393 | if (victim->type == PLAYER) |
504 | if (victim->type == PLAYER) |
394 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
505 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
395 | else |
506 | else |
396 | new_draw_info (0, 4, new_disease->owner, buf); |
507 | new_draw_info (0, 4, new_disease->owner, buf); |
397 | } |
508 | } |
|
|
509 | |
398 | if (victim->type == PLAYER) |
510 | if (victim->type == PLAYER) |
399 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
511 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
400 | |
512 | |
401 | return 1; |
513 | return 1; |
402 | |
|
|
403 | } |
514 | } |
404 | |
|
|
405 | |
|
|
406 | |
|
|
407 | /* this function monitors the symptoms caused by the disease (if any), |
|
|
408 | causes symptoms, and modifies existing symptoms in the case of |
|
|
409 | existing diseases. */ |
|
|
410 | |
|
|
411 | int |
|
|
412 | do_symptoms (object *disease) |
|
|
413 | { |
|
|
414 | object *symptom; |
|
|
415 | object *victim; |
|
|
416 | object *tmp; |
|
|
417 | |
|
|
418 | victim = disease->env; |
|
|
419 | |
|
|
420 | /* This is a quick hack - for whatever reason, disease->env will point |
|
|
421 | * back to disease, causing endless loops. Why this happens really needs |
|
|
422 | * to be found, but this should at least prevent the infinite loops. |
|
|
423 | */ |
|
|
424 | |
|
|
425 | if (victim == NULL || victim == disease) |
|
|
426 | return 0; /* no-one to inflict symptoms on */ |
|
|
427 | |
|
|
428 | symptom = find_symptom (disease); |
|
|
429 | if (symptom == NULL) |
|
|
430 | { |
|
|
431 | /* no symptom? need to generate one! */ |
|
|
432 | object *new_symptom; |
|
|
433 | |
|
|
434 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
|
|
435 | if (!is_susceptible_to_disease (victim, disease)) |
|
|
436 | return 0; |
|
|
437 | |
|
|
438 | /* check for an actual immunity */ |
|
|
439 | /* do an immunity check */ |
|
|
440 | if (victim->head) |
|
|
441 | tmp = victim->head->inv; |
|
|
442 | else |
|
|
443 | tmp = victim->inv; |
|
|
444 | |
|
|
445 | for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) |
|
|
446 | { |
|
|
447 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
|
|
448 | if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) |
|
|
449 | return 0; /*Immune! */ |
|
|
450 | } |
|
|
451 | |
|
|
452 | new_symptom = get_archetype (ARCH_SYMPTOM); |
|
|
453 | |
|
|
454 | /* Something special done with dam. We want diseases to be more |
|
|
455 | * random in what they'll kill, so we'll make the damage they |
|
|
456 | * do random, note, this has a weird effect with progressive diseases. |
|
|
457 | */ |
|
|
458 | if (disease->stats.dam != 0) |
|
|
459 | { |
|
|
460 | int dam = disease->stats.dam; |
|
|
461 | |
|
|
462 | /* reduce the damage, on average, 50%, and making things random. */ |
|
|
463 | |
|
|
464 | dam = random_roll (1, FABS (dam), victim, PREFER_LOW); |
|
|
465 | if (disease->stats.dam < 0) |
|
|
466 | dam = -dam; |
|
|
467 | new_symptom->stats.dam = dam; |
|
|
468 | } |
|
|
469 | |
|
|
470 | |
|
|
471 | new_symptom->stats.maxsp = disease->stats.maxsp; |
|
|
472 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
|
|
473 | |
|
|
474 | new_symptom->name = new_symptom->name_pl = disease->name; |
|
|
475 | |
|
|
476 | new_symptom->level = disease->level; |
|
|
477 | new_symptom->speed = disease->speed; |
|
|
478 | new_symptom->value = 0; |
|
|
479 | new_symptom->stats.Str = disease->stats.Str; |
|
|
480 | new_symptom->stats.Dex = disease->stats.Dex; |
|
|
481 | new_symptom->stats.Con = disease->stats.Con; |
|
|
482 | new_symptom->stats.Wis = disease->stats.Wis; |
|
|
483 | new_symptom->stats.Int = disease->stats.Int; |
|
|
484 | new_symptom->stats.Pow = disease->stats.Pow; |
|
|
485 | new_symptom->stats.Cha = disease->stats.Cha; |
|
|
486 | new_symptom->stats.sp = disease->stats.sp; |
|
|
487 | new_symptom->stats.food = disease->last_eat; |
|
|
488 | new_symptom->stats.maxsp = disease->stats.maxsp; |
|
|
489 | new_symptom->last_sp = disease->last_sp; |
|
|
490 | new_symptom->stats.exp = 0; |
|
|
491 | new_symptom->stats.hp = disease->stats.hp; |
|
|
492 | new_symptom->msg = disease->msg; |
|
|
493 | new_symptom->attacktype = disease->attacktype; |
|
|
494 | new_symptom->other_arch = disease->other_arch; |
|
|
495 | |
|
|
496 | set_owner (new_symptom, disease->owner); |
|
|
497 | |
|
|
498 | if (new_symptom->skill != disease->skill) |
|
|
499 | new_symptom->skill = disease->skill; |
|
|
500 | |
|
|
501 | new_symptom->move_block = 0; |
|
|
502 | insert_ob_in_ob (new_symptom, victim); |
|
|
503 | return 1; |
|
|
504 | } |
|
|
505 | |
|
|
506 | /* now deal with progressing diseases: we increase the debility |
|
|
507 | * caused by the symptoms. |
|
|
508 | */ |
|
|
509 | |
|
|
510 | if (disease->stats.ac != 0) |
|
|
511 | { |
|
|
512 | float scale; |
|
|
513 | |
|
|
514 | symptom->value += disease->stats.ac; |
|
|
515 | scale = 1.0 + symptom->value / 100.0; |
|
|
516 | /* now rescale all the debilities */ |
|
|
517 | symptom->stats.Str = (int) (scale * disease->stats.Str); |
|
|
518 | symptom->stats.Dex = (int) (scale * disease->stats.Dex); |
|
|
519 | symptom->stats.Con = (int) (scale * disease->stats.Con); |
|
|
520 | symptom->stats.Wis = (int) (scale * disease->stats.Wis); |
|
|
521 | symptom->stats.Int = (int) (scale * disease->stats.Int); |
|
|
522 | symptom->stats.Pow = (int) (scale * disease->stats.Pow); |
|
|
523 | symptom->stats.Cha = (int) (scale * disease->stats.Cha); |
|
|
524 | symptom->stats.dam = (int) (scale * disease->stats.dam); |
|
|
525 | symptom->stats.sp = (int) (scale * disease->stats.sp); |
|
|
526 | symptom->stats.food = (int) (scale * disease->last_eat); |
|
|
527 | symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); |
|
|
528 | symptom->last_sp = (int) (scale * disease->last_sp); |
|
|
529 | symptom->stats.exp = 0; |
|
|
530 | symptom->stats.hp = (int) (scale * disease->stats.hp); |
|
|
531 | symptom->msg = disease->msg; |
|
|
532 | symptom->attacktype = disease->attacktype; |
|
|
533 | symptom->other_arch = disease->other_arch; |
|
|
534 | } |
|
|
535 | SET_FLAG (symptom, FLAG_APPLIED); |
|
|
536 | fix_player (victim); |
|
|
537 | return 1; |
|
|
538 | } |
|
|
539 | |
|
|
540 | |
|
|
541 | /* grants immunity to plagues we've seen before. */ |
|
|
542 | int |
|
|
543 | grant_immunity (object *disease) |
|
|
544 | { |
|
|
545 | object *immunity; |
|
|
546 | object *walk; |
|
|
547 | |
|
|
548 | /* Don't give immunity to this disease if last_heal is set. */ |
|
|
549 | if (disease->last_heal) |
|
|
550 | return 0; |
|
|
551 | /* first, search for an immunity of the same name */ |
|
|
552 | for (walk = disease->env->inv; walk; walk = walk->below) |
|
|
553 | { |
|
|
554 | if (walk->type == 98 && !strcmp (disease->name, walk->name)) |
|
|
555 | { |
|
|
556 | walk->level = disease->level; |
|
|
557 | return 1; /* just update the existing immunity. */ |
|
|
558 | } |
|
|
559 | } |
|
|
560 | immunity = get_archetype ("immunity"); |
|
|
561 | immunity->name = disease->name; |
|
|
562 | immunity->level = disease->level; |
|
|
563 | immunity->move_block = 0; |
|
|
564 | insert_ob_in_ob (immunity, disease->env); |
|
|
565 | return 1; |
|
|
566 | |
|
|
567 | } |
|
|
568 | |
|
|
569 | |
515 | |
570 | /* make the symptom do the nasty things it does */ |
516 | /* make the symptom do the nasty things it does */ |
571 | |
|
|
572 | int |
517 | int |
573 | move_symptom (object *symptom) |
518 | move_symptom (object *symptom) |
574 | { |
519 | { |
575 | object *victim = symptom->env; |
520 | object *victim = symptom->env; |
576 | object *new_ob; |
|
|
577 | int sp_reduce; |
|
|
578 | |
521 | |
579 | if (victim == NULL || victim->map == NULL) |
522 | if (!victim || !victim->map) |
580 | { /* outside a monster/player, die immediately */ |
523 | { /* outside a monster/player, die immediately */ |
581 | remove_ob (symptom); |
524 | symptom->destroy (); |
582 | free_object (symptom); |
|
|
583 | return 0; |
525 | return 0; |
584 | } |
526 | } |
585 | |
|
|
586 | if (symptom->stats.dam > 0) |
|
|
587 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
|
|
588 | else |
|
|
589 | hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); |
|
|
590 | |
|
|
591 | if (symptom->stats.maxsp > 0) |
|
|
592 | sp_reduce = symptom->stats.maxsp; |
|
|
593 | else |
|
|
594 | sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); |
|
|
595 | victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); |
|
|
596 | |
527 | |
597 | /* create the symptom "other arch" object and drop it here |
528 | /* create the symptom "other arch" object and drop it here |
598 | * under every part of the monster |
529 | * under every part of the monster |
599 | * The victim may well have died. |
530 | * The victim may well have died. |
600 | */ |
531 | */ |
601 | |
|
|
602 | if (victim->map == NULL) |
532 | if (victim->map) |
603 | return 0; |
533 | { |
|
|
534 | victim->play_sound (symptom->sound); |
|
|
535 | |
604 | if (symptom->other_arch) |
536 | if (symptom->other_arch) |
605 | { |
537 | for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) |
606 | object *tmp; |
|
|
607 | |
|
|
608 | tmp = victim; |
|
|
609 | if (tmp->head != NULL) |
|
|
610 | tmp = tmp->head; |
|
|
611 | for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more) |
|
|
612 | { |
538 | { |
613 | new_ob = arch_to_object (symptom->other_arch); |
539 | object *new_ob = symptom->other_arch->instance (); |
614 | new_ob->x = tmp->x; |
540 | new_ob->x = tmp->x; |
615 | new_ob->y = tmp->y; |
541 | new_ob->y = tmp->y; |
616 | new_ob->map = victim->map; |
542 | new_ob->map = victim->map; |
617 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
543 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
618 | } |
544 | } |
619 | } |
545 | } |
|
|
546 | |
|
|
547 | int damage = |
|
|
548 | symptom->stats.dam > 0 |
|
|
549 | ? symptom->stats.dam |
|
|
550 | : max (1, victim->stats.maxhp * -symptom->stats.dam / 100); |
|
|
551 | |
|
|
552 | hit_player (victim, damage, symptom, symptom->attacktype, 1); |
|
|
553 | |
|
|
554 | int sp_reduce = |
|
|
555 | symptom->stats.maxsp > 0 |
|
|
556 | ? symptom->stats.maxsp |
|
|
557 | : max (1, victim->stats.maxsp * -symptom->stats.maxsp / 100); |
|
|
558 | |
|
|
559 | victim->stats.sp = max (0, victim->stats.sp - sp_reduce); |
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|
560 | |
620 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
561 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
621 | |
562 | |
622 | return 1; |
563 | return 1; |
623 | } |
564 | } |
624 | |
565 | |
625 | |
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|
626 | /* possibly infect due to direct physical contact |
566 | /* possibly infect due to direct physical contact |
627 | i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
567 | * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
628 | |
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|
629 | int |
568 | int |
630 | check_physically_infect (object *victim, object *hitter) |
569 | check_physically_infect (object *victim, object *hitter) |
631 | { |
570 | { |
632 | object *walk; |
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|
633 | |
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|
634 | /* search for diseases, give every disease a chance to infect */ |
571 | /* search for diseases, give every disease a chance to infect */ |
635 | for (walk = hitter->inv; walk != NULL; walk = walk->below) |
572 | for (object *disease = hitter->inv; disease; disease = disease->below) |
636 | if (walk->type == DISEASE) |
573 | if (disease->type == DISEASE) |
637 | infect_object (victim, walk, 0); |
574 | infect_object (victim, disease, 0); |
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|
575 | |
638 | return 1; |
576 | return 1; |
639 | } |
577 | } |
640 | |
578 | |
641 | /* find a disease in someone*/ |
|
|
642 | object * |
|
|
643 | find_disease (object *victim) |
|
|
644 | { |
|
|
645 | object *walk; |
|
|
646 | |
|
|
647 | for (walk = victim->inv; walk; walk = walk->below) |
|
|
648 | if (walk->type == DISEASE) |
|
|
649 | return walk; |
|
|
650 | return NULL; |
|
|
651 | } |
|
|
652 | |
|
|
653 | /* do the cure disease stuff, from the spell "cure disease" */ |
579 | /* do the cure disease stuff, from the spell "cure disease" */ |
654 | |
|
|
655 | int |
580 | int |
656 | cure_disease (object *sufferer, object *caster) |
581 | cure_disease (object *sufferer, object *caster, object *spell) |
657 | { |
582 | { |
658 | object *disease, *next; |
583 | object *disease, *next; |
659 | int casting_level; |
|
|
660 | int cure = 0; |
584 | int cure = 0; |
661 | |
585 | |
662 | if (caster) |
|
|
663 | casting_level = caster->level; |
|
|
664 | else |
|
|
665 | casting_level = 1000; /* if null caster, CURE all. */ |
586 | int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */ |
666 | |
587 | |
667 | for (disease = sufferer->inv; disease; disease = next) |
588 | for (disease = sufferer->inv; disease; disease = next) |
668 | { |
589 | { |
669 | next = disease->below; |
590 | next = disease->below; |
670 | |
591 | |
671 | if (disease->type == DISEASE) |
592 | if (disease->type == DISEASE) |
672 | { /* attempt to cure this disease */ |
593 | { /* attempt to cure this disease */ |
673 | /* If caster lvel is higher than disease level, cure chance |
594 | /* If caster level is higher than disease level, cure chance |
674 | * is automatic. If lower, then the chance is basically |
595 | * is automatic. If lower, then the chance is basically |
675 | * 1 in level_diff - if there is a 5 level difference, chance |
596 | * 1 in level_diff - if there is a 5 level difference, chance |
676 | * is 1 in 5. |
597 | * is 1 in 5. |
677 | */ |
598 | */ |
678 | 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)))) |
679 | { |
600 | { |
680 | |
|
|
681 | remove_symptoms (disease); |
601 | remove_symptoms (disease); |
682 | remove_ob (disease); |
|
|
683 | cure = 1; |
602 | cure = 1; |
|
|
603 | |
684 | if (caster) |
604 | if (caster && spell) |
685 | 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); |
686 | free_object (disease); |
606 | |
|
|
607 | disease->destroy (); |
687 | } |
608 | } |
688 | } |
609 | } |
689 | } |
610 | } |
|
|
611 | |
690 | if (cure) |
612 | if (cure) |
691 | { |
613 | { |
692 | /* Only draw these messages once */ |
614 | /* Only draw these messages once */ |
693 | if (caster) |
615 | if (caster) |
694 | new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
616 | new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
|
|
617 | |
695 | new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
618 | new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
696 | } |
619 | } |
|
|
620 | |
697 | return 1; |
621 | return 1; |
698 | } |
622 | } |
699 | |
623 | |
|
|
624 | #if 0 // unused, but seems interesting |
700 | /* reduces disease progression: reduce_symptoms |
625 | /* reduces disease progression: reduce_symptoms |
701 | * return true if we actually reduce a disease. |
626 | * return true if we actually reduce a disease. |
702 | */ |
627 | */ |
703 | |
628 | static int |
704 | int |
|
|
705 | reduce_symptoms (object *sufferer, int reduction) |
629 | reduce_symptoms (object *sufferer, int reduction) |
706 | { |
630 | { |
707 | object *walk; |
631 | object *walk; |
708 | int success = 0; |
632 | int success = 0; |
709 | |
633 | |
… | |
… | |
712 | if (walk->type == SYMPTOM) |
636 | if (walk->type == SYMPTOM) |
713 | { |
637 | { |
714 | if (walk->value > 0) |
638 | if (walk->value > 0) |
715 | { |
639 | { |
716 | success = 1; |
640 | success = 1; |
717 | walk->value = MAX (0, walk->value - 2 * reduction); |
641 | walk->value = max (0, walk->value - 2 * reduction); |
718 | /* give the disease time to modify this symptom, |
642 | /* give the disease time to modify this symptom, |
719 | * and reduce its severity. */ |
643 | * and reduce its severity. */ |
720 | walk->speed_left = 0; |
644 | walk->speed_left = 0; |
721 | } |
645 | } |
722 | } |
646 | } |
723 | } |
647 | } |
|
|
648 | |
724 | if (success) |
649 | if (success) |
725 | 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."); |
|
|
651 | |
726 | return success; |
652 | return success; |
727 | } |
653 | } |
|
|
654 | #endif |