1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
… | |
… | |
151 | if (disease->last_heal) |
151 | if (disease->last_heal) |
152 | return 0; |
152 | return 0; |
153 | |
153 | |
154 | /* first, search for an immunity of the same name */ |
154 | /* first, search for an immunity of the same name */ |
155 | for (walk = disease->env->inv; walk; walk = walk->below) |
155 | for (walk = disease->env->inv; walk; walk = walk->below) |
156 | if (walk->type == 98 && disease->name == walk->name) |
156 | if (disease->name == walk->name && walk->is_immunity ()) |
157 | { |
157 | { |
158 | walk->level = disease->level; |
158 | walk->level = disease->level; |
159 | return 1; /* just update the existing immunity. */ |
159 | return 1; /* just update the existing immunity. */ |
160 | } |
160 | } |
161 | |
161 | |
162 | immunity = get_archetype (shstr_immunity); |
162 | immunity = archetype::get (shstr_immunity); |
163 | |
163 | |
164 | immunity->name = disease->name; |
164 | immunity->name = disease->name; |
165 | immunity->level = disease->level; |
165 | immunity->level = disease->level; |
166 | immunity->move_block = 0; |
166 | immunity->move_block = 0; |
167 | |
167 | |
… | |
… | |
233 | |
233 | |
234 | /* check if victim is susceptible to disease. */ |
234 | /* check if victim is susceptible to disease. */ |
235 | static int |
235 | static int |
236 | is_susceptible_to_disease (object *victim, object *disease) |
236 | is_susceptible_to_disease (object *victim, object *disease) |
237 | { |
237 | { |
238 | if (!QUERY_FLAG (victim, FLAG_ALIVE)) |
238 | if (!victim->flag [FLAG_ALIVE]) |
239 | return 0; |
239 | return 0; |
240 | |
240 | |
241 | if (victim->flag [FLAG_WIZ]) |
241 | if (victim->flag [FLAG_WIZ]) |
242 | return 0; |
242 | return 0; |
243 | |
243 | |
244 | if (disease->race.contains ("*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
244 | if (disease->race.contains ("*") && !victim->flag [FLAG_UNDEAD]) |
245 | return 1; |
245 | return 1; |
246 | |
246 | |
247 | if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
247 | if ((disease->race == shstr_undead) && victim->flag [FLAG_UNDEAD]) |
248 | return 1; |
248 | return 1; |
249 | |
249 | |
250 | if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name)) |
250 | if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name)) |
251 | return 1; |
251 | return 1; |
252 | |
252 | |
… | |
… | |
289 | return 0; |
289 | return 0; |
290 | |
290 | |
291 | /* check for an actual immunity */ |
291 | /* check for an actual immunity */ |
292 | /* do an immunity check */ |
292 | /* do an immunity check */ |
293 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
293 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
294 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
294 | if (tmp->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */ |
295 | if (tmp->name == disease->name && tmp->level >= disease->level) |
295 | if (tmp->level >= disease->level) |
296 | return 0; /* Immune! */ |
296 | return 0; /* Immune! */ |
297 | |
297 | |
298 | object *new_symptom = get_archetype (shstr_symptom); |
298 | object *new_symptom = archetype::get (shstr_symptom); |
299 | |
299 | |
300 | /* Something special done with dam. We want diseases to be more |
300 | /* Something special done with dam. We want diseases to be more |
301 | * 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 |
302 | * do random, note, this has a weird effect with progressive diseases. |
302 | * do random, note, this has a weird effect with progressive diseases. |
303 | */ |
303 | */ |
… | |
… | |
318 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
318 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
319 | |
319 | |
320 | new_symptom->name = new_symptom->name_pl = disease->name; |
320 | new_symptom->name = new_symptom->name_pl = disease->name; |
321 | |
321 | |
322 | new_symptom->level = disease->level; |
322 | new_symptom->level = disease->level; |
323 | new_symptom->speed = disease->speed; |
|
|
324 | new_symptom->value = 0; |
323 | new_symptom->value = 0; |
|
|
324 | |
|
|
325 | new_symptom->set_speed (disease->speed); |
325 | |
326 | |
326 | for (int i = 0; i < NUM_STATS; ++i) |
327 | for (int i = 0; i < NUM_STATS; ++i) |
327 | new_symptom->stats.stat (i) = disease->stats.stat (i); |
328 | new_symptom->stats.stat (i) = disease->stats.stat (i); |
328 | |
329 | |
329 | new_symptom->stats.sp = disease->stats.sp; |
330 | new_symptom->stats.sp = disease->stats.sp; |
… | |
… | |
370 | symptom->msg = disease->msg; |
371 | symptom->msg = disease->msg; |
371 | symptom->attacktype = disease->attacktype; |
372 | symptom->attacktype = disease->attacktype; |
372 | symptom->other_arch = disease->other_arch; |
373 | symptom->other_arch = disease->other_arch; |
373 | } |
374 | } |
374 | |
375 | |
375 | SET_FLAG (symptom, FLAG_APPLIED); |
376 | symptom->set_flag (FLAG_APPLIED); |
376 | victim->update_stats (); |
377 | victim->update_stats (); |
377 | |
378 | |
378 | return 1; |
379 | return 1; |
379 | } |
380 | } |
380 | |
381 | |
… | |
… | |
435 | { |
436 | { |
436 | object *tmp; |
437 | object *tmp; |
437 | object *new_disease; |
438 | object *new_disease; |
438 | |
439 | |
439 | /* don't infect inanimate objects */ |
440 | /* don't infect inanimate objects */ |
440 | if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) |
441 | if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER)) |
441 | return 0; |
442 | return 0; |
442 | |
443 | |
443 | /* check and see if victim can catch disease: diseases |
444 | /* check and see if victim can catch disease: diseases |
444 | * are specific |
445 | * are specific |
445 | */ |
446 | */ |
… | |
… | |
459 | * 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 |
460 | * if you diseased, you can't get diseased more. |
461 | * if you diseased, you can't get diseased more. |
461 | */ |
462 | */ |
462 | |
463 | |
463 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
464 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
464 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
465 | if (tmp->name == disease->name && tmp->is_immunity () && tmp->level >= disease->level) |
465 | return 0; /* Immune! */ |
466 | return 0; /* Immune! */ |
466 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
467 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
467 | return 0; /* already diseased */ |
468 | return 0; /* already diseased */ |
468 | |
469 | |
469 | /* 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. */ |