1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
8 | it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
10 | (at your option) any later version. |
11 | * any later version. |
11 | |
12 | * |
12 | 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, but |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
15 | GNU General Public License for more details. |
16 | * for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License along |
18 | along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
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 <crossfire@schmorp.de> |
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 |
27 | |
28 | */ |
28 | |
|
|
29 | |
29 | |
30 | /* |
30 | /* |
31 | |
31 | |
32 | For DISEASES: |
32 | For DISEASES: |
33 | Stat Property Definition |
33 | Stat Property Definition |
… | |
… | |
126 | |
126 | |
127 | |
127 | |
128 | #include <global.h> |
128 | #include <global.h> |
129 | #include <object.h> |
129 | #include <object.h> |
130 | #include <living.h> |
130 | #include <living.h> |
131 | #ifndef __CEXTRACT__ |
|
|
132 | # include <sproto.h> |
131 | #include <sproto.h> |
133 | #endif |
|
|
134 | #include <spells.h> |
132 | #include <spells.h> |
135 | #include <sounds.h> |
133 | #include <sounds.h> |
136 | #include <skills.h> |
134 | #include <skills.h> |
137 | |
135 | |
138 | /* IMPLEMENTATION NOTES |
136 | /* IMPLEMENTATION NOTES |
… | |
… | |
170 | |
168 | |
171 | if (disease->env == NULL) |
169 | if (disease->env == NULL) |
172 | { /* we're outside of someone */ |
170 | { /* we're outside of someone */ |
173 | if (disease->stats.maxhp > 0) |
171 | if (disease->stats.maxhp > 0) |
174 | disease->value--; |
172 | disease->value--; |
|
|
173 | |
175 | if (disease->value == 0) |
174 | if (disease->value == 0) |
176 | { |
175 | { |
177 | remove_ob (disease); |
176 | disease->destroy (); |
178 | free_object (disease); |
|
|
179 | return 1; |
177 | return 1; |
180 | } |
178 | } |
181 | } |
179 | } |
182 | else |
180 | else |
183 | { |
181 | { |
184 | /* if we're inside a person, have the disease run its course */ |
182 | /* if we're inside a person, have the disease run its course */ |
185 | /* negative foods denote "perpetual" diseases. */ |
183 | /* negative foods denote "perpetual" diseases. */ |
186 | if (disease->stats.food > 0) |
184 | if (disease->stats.food > 0) |
187 | { |
185 | { |
188 | disease->stats.food--; |
186 | disease->stats.food--; |
|
|
187 | |
189 | if (disease->stats.food == 0) |
188 | if (disease->stats.food == 0) |
190 | { |
189 | { |
191 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
190 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
192 | grant_immunity (disease); |
191 | grant_immunity (disease); |
193 | remove_ob (disease); |
192 | disease->destroy (); |
194 | free_object (disease); |
|
|
195 | return 1; |
193 | return 1; |
196 | } |
194 | } |
197 | } |
195 | } |
198 | } |
196 | } |
|
|
197 | |
199 | /* check to see if we infect others */ |
198 | /* check to see if we infect others */ |
200 | check_infection (disease); |
199 | check_infection (disease); |
201 | |
200 | |
202 | /* impose or modify the symptoms of the disease */ |
201 | /* impose or modify the symptoms of the disease */ |
203 | if (disease->env && is_susceptible_to_disease (disease->env, disease)) |
202 | if (disease->env && is_susceptible_to_disease (disease->env, disease)) |
… | |
… | |
220 | |
219 | |
221 | while ((symptom = find_symptom (disease)) != NULL) |
220 | while ((symptom = find_symptom (disease)) != NULL) |
222 | { |
221 | { |
223 | if (!victim) |
222 | if (!victim) |
224 | victim = symptom->env; |
223 | victim = symptom->env; |
225 | remove_ob (symptom); |
224 | |
226 | free_object (symptom); |
225 | symptom->destroy (); |
227 | } |
226 | } |
|
|
227 | |
228 | if (victim) |
228 | if (victim) |
229 | fix_player (victim); |
229 | victim->update_stats (); |
230 | return 0; |
230 | return 0; |
231 | } |
231 | } |
232 | |
232 | |
233 | /* argument is a disease */ |
233 | /* argument is a disease */ |
234 | object * |
234 | object * |
… | |
… | |
236 | { |
236 | { |
237 | object *walk; |
237 | object *walk; |
238 | |
238 | |
239 | /* check the inventory for symptoms */ |
239 | /* check the inventory for symptoms */ |
240 | for (walk = disease->env->inv; walk; walk = walk->below) |
240 | for (walk = disease->env->inv; walk; walk = walk->below) |
241 | if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM) |
241 | if (walk->name == disease->name && walk->type == SYMPTOM) |
242 | return walk; |
242 | return walk; |
243 | return NULL; |
243 | return NULL; |
244 | } |
244 | } |
245 | |
245 | |
246 | /* searches around for more victims to infect */ |
246 | /* searches around for more victims to infect */ |
… | |
… | |
274 | { |
274 | { |
275 | sint16 i2, j2; |
275 | sint16 i2, j2; |
276 | mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
276 | mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
277 | |
277 | |
278 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
278 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
279 | for (tmp = get_map_ob (map2, i2, j2); tmp; tmp = tmp->above) |
279 | for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) |
280 | infect_object (tmp, disease, 0); |
280 | infect_object (tmp, disease, 0); |
281 | } |
281 | } |
282 | |
282 | |
283 | return 1; |
283 | return 1; |
284 | } |
284 | } |
… | |
… | |
322 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
322 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
323 | * they were cast in that same order. Instead, change it so that |
323 | * they were cast in that same order. Instead, change it so that |
324 | * if you diseased, you can't get diseased more. |
324 | * if you diseased, you can't get diseased more. |
325 | */ |
325 | */ |
326 | |
326 | |
327 | for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) |
327 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
328 | { |
328 | { |
329 | if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) |
329 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
330 | return 0; /*Immune! */ |
330 | return 0; /* Immune! */ |
331 | else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) |
331 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
332 | return 0; /* already diseased */ |
332 | return 0; /* already diseased */ |
333 | } |
333 | } |
334 | |
334 | |
335 | /* If we've gotten this far, go ahead and infect the victim. */ |
335 | /* If we've gotten this far, go ahead and infect the victim. */ |
336 | new_disease = get_object (); |
336 | new_disease = disease->clone (); |
337 | copy_object (disease, new_disease); |
|
|
338 | new_disease->stats.food = disease->stats.maxgrace; |
337 | new_disease->stats.food = disease->stats.maxgrace; |
339 | new_disease->value = disease->stats.maxhp; |
338 | new_disease->value = disease->stats.maxhp; |
340 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
339 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
341 | |
340 | |
342 | /* Unfortunately, set_owner does the wrong thing to the skills pointers |
341 | /* Unfortunately, set_owner does the wrong thing to the skills pointers |
343 | * resulting in exp going into the owners *current* chosen skill. |
342 | * resulting in exp going into the owners *current* chosen skill. |
344 | */ |
343 | */ |
345 | |
344 | |
346 | if (get_owner (disease)) |
345 | if (disease->owner) |
347 | { |
346 | { |
348 | set_owner (new_disease, disease->owner); |
347 | new_disease->set_owner (disease->owner); |
349 | |
348 | |
350 | /* Only need to update skill if different */ |
349 | /* Only need to update skill if different */ |
351 | if (new_disease->skill != disease->skill) |
350 | if (new_disease->skill != disease->skill) |
352 | new_disease->skill = disease->skill; |
351 | new_disease->skill = disease->skill; |
353 | } |
352 | } |
… | |
… | |
355 | { /* for diseases which are passed by hitting, set owner and praying skill */ |
354 | { /* for diseases which are passed by hitting, set owner and praying skill */ |
356 | if (disease->env && disease->env->type == PLAYER) |
355 | if (disease->env && disease->env->type == PLAYER) |
357 | { |
356 | { |
358 | object *player = disease->env; |
357 | object *player = disease->env; |
359 | |
358 | |
360 | set_owner (new_disease, player); |
359 | new_disease->set_owner (player); |
361 | |
360 | |
362 | /* the skill pointer for these diseases should already be set up - |
361 | /* the skill pointer for these diseases should already be set up - |
363 | * hardcoding in 'praying' is not the right approach. |
362 | * hardcoding in 'praying' is not the right approach. |
364 | */ |
363 | */ |
365 | } |
364 | } |
366 | } |
365 | } |
367 | |
366 | |
368 | insert_ob_in_ob (new_disease, victim); |
367 | insert_ob_in_ob (new_disease, victim->head_ ()); |
369 | /* This appears to be a horrible case of overloading 'NO_PASS' |
368 | /* This appears to be a horrible case of overloading 'NO_PASS' |
370 | * for meaning in the diseases. |
369 | * for meaning in the diseases. |
371 | */ |
370 | */ |
372 | new_disease->move_block = 0; |
371 | new_disease->move_block = 0; |
373 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
372 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
… | |
… | |
432 | if (victim->head) |
431 | if (victim->head) |
433 | tmp = victim->head->inv; |
432 | tmp = victim->head->inv; |
434 | else |
433 | else |
435 | tmp = victim->inv; |
434 | tmp = victim->inv; |
436 | |
435 | |
437 | for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) |
436 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
438 | { |
437 | { |
439 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
438 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
440 | if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) |
439 | if (tmp->name == disease->name && tmp->level >= disease->level) |
441 | return 0; /*Immune! */ |
440 | return 0; /*Immune! */ |
442 | } |
441 | } |
443 | |
442 | |
444 | new_symptom = get_archetype (ARCH_SYMPTOM); |
443 | new_symptom = get_archetype ("symptom"); |
445 | |
444 | |
446 | /* Something special done with dam. We want diseases to be more |
445 | /* Something special done with dam. We want diseases to be more |
447 | * random in what they'll kill, so we'll make the damage they |
446 | * random in what they'll kill, so we'll make the damage they |
448 | * do random, note, this has a weird effect with progressive diseases. |
447 | * do random, note, this has a weird effect with progressive diseases. |
449 | */ |
448 | */ |
… | |
… | |
451 | { |
450 | { |
452 | int dam = disease->stats.dam; |
451 | int dam = disease->stats.dam; |
453 | |
452 | |
454 | /* reduce the damage, on average, 50%, and making things random. */ |
453 | /* reduce the damage, on average, 50%, and making things random. */ |
455 | |
454 | |
456 | dam = random_roll (1, FABS (dam), victim, PREFER_LOW); |
455 | dam = random_roll (1, abs (dam), victim, PREFER_LOW); |
457 | if (disease->stats.dam < 0) |
456 | if (disease->stats.dam < 0) |
458 | dam = -dam; |
457 | dam = -dam; |
459 | new_symptom->stats.dam = dam; |
458 | new_symptom->stats.dam = dam; |
460 | } |
459 | } |
461 | |
460 | |
… | |
… | |
466 | new_symptom->name = new_symptom->name_pl = disease->name; |
465 | new_symptom->name = new_symptom->name_pl = disease->name; |
467 | |
466 | |
468 | new_symptom->level = disease->level; |
467 | new_symptom->level = disease->level; |
469 | new_symptom->speed = disease->speed; |
468 | new_symptom->speed = disease->speed; |
470 | new_symptom->value = 0; |
469 | new_symptom->value = 0; |
|
|
470 | |
|
|
471 | for (int i = 0; i < NUM_STATS; ++i) |
471 | new_symptom->stats.Str = disease->stats.Str; |
472 | new_symptom->stats.stat (i) = disease->stats.stat (i); |
472 | new_symptom->stats.Dex = disease->stats.Dex; |
473 | |
473 | new_symptom->stats.Con = disease->stats.Con; |
|
|
474 | new_symptom->stats.Wis = disease->stats.Wis; |
|
|
475 | new_symptom->stats.Int = disease->stats.Int; |
|
|
476 | new_symptom->stats.Pow = disease->stats.Pow; |
|
|
477 | new_symptom->stats.Cha = disease->stats.Cha; |
|
|
478 | new_symptom->stats.sp = disease->stats.sp; |
474 | new_symptom->stats.sp = disease->stats.sp; |
479 | new_symptom->stats.food = disease->last_eat; |
475 | new_symptom->stats.food = disease->last_eat; |
480 | new_symptom->stats.maxsp = disease->stats.maxsp; |
476 | new_symptom->stats.maxsp = disease->stats.maxsp; |
481 | new_symptom->last_sp = disease->last_sp; |
477 | new_symptom->last_sp = disease->last_sp; |
482 | new_symptom->stats.exp = 0; |
478 | new_symptom->stats.exp = 0; |
483 | new_symptom->stats.hp = disease->stats.hp; |
479 | new_symptom->stats.hp = disease->stats.hp; |
484 | new_symptom->msg = disease->msg; |
480 | new_symptom->msg = disease->msg; |
485 | new_symptom->attacktype = disease->attacktype; |
481 | new_symptom->attacktype = disease->attacktype; |
486 | new_symptom->other_arch = disease->other_arch; |
482 | new_symptom->other_arch = disease->other_arch; |
487 | |
483 | |
488 | set_owner (new_symptom, disease->owner); |
484 | new_symptom->set_owner (disease->owner); |
489 | |
485 | |
490 | if (new_symptom->skill != disease->skill) |
486 | if (new_symptom->skill != disease->skill) |
491 | new_symptom->skill = disease->skill; |
487 | new_symptom->skill = disease->skill; |
492 | |
488 | |
493 | new_symptom->move_block = 0; |
489 | new_symptom->move_block = 0; |
494 | insert_ob_in_ob (new_symptom, victim); |
490 | insert_ob_in_ob (new_symptom, victim); |
495 | return 1; |
491 | return 1; |
496 | } |
492 | } |
497 | |
493 | |
498 | /* now deal with progressing diseases: we increase the debility |
494 | /* now deal with progressing diseases: we increase the debility |
499 | * caused by the symptoms. |
495 | * caused by the symptoms. |
500 | */ |
496 | */ |
501 | |
|
|
502 | if (disease->stats.ac != 0) |
497 | if (disease->stats.ac != 0) |
503 | { |
498 | { |
504 | float scale; |
|
|
505 | |
|
|
506 | symptom->value += disease->stats.ac; |
499 | symptom->value += disease->stats.ac; |
|
|
500 | |
507 | scale = 1.0 + symptom->value / 100.0; |
501 | float scale = 1.f + symptom->value / 100.f; |
|
|
502 | |
508 | /* now rescale all the debilities */ |
503 | /* now rescale all the debilities */ |
|
|
504 | for (int i = 0; i < NUM_STATS; ++i) |
509 | symptom->stats.Str = (int) (scale * disease->stats.Str); |
505 | symptom->stats.stat (i) = scale * disease->stats.stat (i); |
510 | symptom->stats.Dex = (int) (scale * disease->stats.Dex); |
506 | |
511 | symptom->stats.Con = (int) (scale * disease->stats.Con); |
|
|
512 | symptom->stats.Wis = (int) (scale * disease->stats.Wis); |
|
|
513 | symptom->stats.Int = (int) (scale * disease->stats.Int); |
|
|
514 | symptom->stats.Pow = (int) (scale * disease->stats.Pow); |
|
|
515 | symptom->stats.Cha = (int) (scale * disease->stats.Cha); |
|
|
516 | symptom->stats.dam = (int) (scale * disease->stats.dam); |
507 | symptom->stats.dam = scale * disease->stats.dam; |
517 | symptom->stats.sp = (int) (scale * disease->stats.sp); |
508 | symptom->stats.sp = scale * disease->stats.sp; |
518 | symptom->stats.food = (int) (scale * disease->last_eat); |
509 | symptom->stats.food = scale * disease->last_eat; |
519 | symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); |
510 | symptom->stats.maxsp = scale * disease->stats.maxsp; |
520 | symptom->last_sp = (int) (scale * disease->last_sp); |
511 | symptom->last_sp = scale * disease->last_sp; |
521 | symptom->stats.exp = 0; |
512 | symptom->stats.exp = 0; |
522 | symptom->stats.hp = (int) (scale * disease->stats.hp); |
513 | symptom->stats.hp = scale * disease->stats.hp; |
|
|
514 | |
523 | symptom->msg = disease->msg; |
515 | symptom->msg = disease->msg; |
524 | symptom->attacktype = disease->attacktype; |
516 | symptom->attacktype = disease->attacktype; |
525 | symptom->other_arch = disease->other_arch; |
517 | symptom->other_arch = disease->other_arch; |
526 | } |
518 | } |
|
|
519 | |
527 | SET_FLAG (symptom, FLAG_APPLIED); |
520 | SET_FLAG (symptom, FLAG_APPLIED); |
528 | fix_player (victim); |
521 | victim->update_stats (); |
|
|
522 | |
529 | return 1; |
523 | return 1; |
530 | } |
524 | } |
531 | |
|
|
532 | |
525 | |
533 | /* grants immunity to plagues we've seen before. */ |
526 | /* grants immunity to plagues we've seen before. */ |
534 | int |
527 | int |
535 | grant_immunity (object *disease) |
528 | grant_immunity (object *disease) |
536 | { |
529 | { |
… | |
… | |
541 | if (disease->last_heal) |
534 | if (disease->last_heal) |
542 | return 0; |
535 | return 0; |
543 | /* first, search for an immunity of the same name */ |
536 | /* first, search for an immunity of the same name */ |
544 | for (walk = disease->env->inv; walk; walk = walk->below) |
537 | for (walk = disease->env->inv; walk; walk = walk->below) |
545 | { |
538 | { |
546 | if (walk->type == 98 && !strcmp (disease->name, walk->name)) |
539 | if (walk->type == 98 && disease->name == walk->name) |
547 | { |
540 | { |
548 | walk->level = disease->level; |
541 | walk->level = disease->level; |
549 | return 1; /* just update the existing immunity. */ |
542 | return 1; /* just update the existing immunity. */ |
550 | } |
543 | } |
551 | } |
544 | } |
… | |
… | |
568 | object *new_ob; |
561 | object *new_ob; |
569 | int sp_reduce; |
562 | int sp_reduce; |
570 | |
563 | |
571 | if (victim == NULL || victim->map == NULL) |
564 | if (victim == NULL || victim->map == NULL) |
572 | { /* outside a monster/player, die immediately */ |
565 | { /* outside a monster/player, die immediately */ |
573 | remove_ob (symptom); |
566 | symptom->destroy (); |
574 | free_object (symptom); |
|
|
575 | return 0; |
567 | return 0; |
576 | } |
568 | } |
577 | |
569 | |
578 | if (symptom->stats.dam > 0) |
570 | if (symptom->stats.dam > 0) |
579 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
571 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
… | |
… | |
598 | object *tmp; |
590 | object *tmp; |
599 | |
591 | |
600 | tmp = victim; |
592 | tmp = victim; |
601 | if (tmp->head != NULL) |
593 | if (tmp->head != NULL) |
602 | tmp = tmp->head; |
594 | tmp = tmp->head; |
603 | for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more) |
595 | for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more) |
604 | { |
596 | { |
605 | new_ob = arch_to_object (symptom->other_arch); |
597 | new_ob = arch_to_object (symptom->other_arch); |
606 | new_ob->x = tmp->x; |
598 | new_ob->x = tmp->x; |
607 | new_ob->y = tmp->y; |
599 | new_ob->y = tmp->y; |
608 | new_ob->map = victim->map; |
600 | new_ob->map = victim->map; |
… | |
… | |
612 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
604 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
613 | |
605 | |
614 | return 1; |
606 | return 1; |
615 | } |
607 | } |
616 | |
608 | |
617 | |
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618 | /* possibly infect due to direct physical contact |
609 | /* possibly infect due to direct physical contact |
619 | i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
610 | * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
620 | |
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621 | int |
611 | int |
622 | check_physically_infect (object *victim, object *hitter) |
612 | check_physically_infect (object *victim, object *hitter) |
623 | { |
613 | { |
624 | object *walk; |
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625 | |
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626 | /* search for diseases, give every disease a chance to infect */ |
614 | /* search for diseases, give every disease a chance to infect */ |
627 | for (walk = hitter->inv; walk != NULL; walk = walk->below) |
615 | for (object *disease = hitter->inv; disease; disease = disease->below) |
628 | if (walk->type == DISEASE) |
616 | if (disease->type == DISEASE) |
629 | infect_object (victim, walk, 0); |
617 | infect_object (victim, disease, 0); |
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618 | |
630 | return 1; |
619 | return 1; |
631 | } |
620 | } |
632 | |
621 | |
633 | /* find a disease in someone*/ |
622 | // find a disease in someone |
634 | object * |
623 | object * |
635 | find_disease (object *victim) |
624 | find_disease (object *victim) |
636 | { |
625 | { |
637 | object *walk; |
626 | for (object *disease = victim->inv; disease; disease = disease->below) |
638 | |
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639 | for (walk = victim->inv; walk; walk = walk->below) |
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640 | if (walk->type == DISEASE) |
627 | if (disease->type == DISEASE) |
641 | return walk; |
628 | return disease; |
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|
629 | |
642 | return NULL; |
630 | return 0; |
643 | } |
631 | } |
644 | |
632 | |
645 | /* do the cure disease stuff, from the spell "cure disease" */ |
633 | /* do the cure disease stuff, from the spell "cure disease" */ |
646 | |
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|
647 | int |
634 | int |
648 | cure_disease (object *sufferer, object *caster) |
635 | cure_disease (object *sufferer, object *caster) |
649 | { |
636 | { |
650 | object *disease, *next; |
637 | object *disease, *next; |
651 | int casting_level; |
638 | int casting_level; |
… | |
… | |
660 | { |
647 | { |
661 | next = disease->below; |
648 | next = disease->below; |
662 | |
649 | |
663 | if (disease->type == DISEASE) |
650 | if (disease->type == DISEASE) |
664 | { /* attempt to cure this disease */ |
651 | { /* attempt to cure this disease */ |
665 | /* If caster lvel is higher than disease level, cure chance |
652 | /* If caster level is higher than disease level, cure chance |
666 | * is automatic. If lower, then the chance is basically |
653 | * is automatic. If lower, then the chance is basically |
667 | * 1 in level_diff - if there is a 5 level difference, chance |
654 | * 1 in level_diff - if there is a 5 level difference, chance |
668 | * is 1 in 5. |
655 | * is 1 in 5. |
669 | */ |
656 | */ |
670 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
657 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
671 | { |
658 | { |
672 | |
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673 | remove_symptoms (disease); |
659 | remove_symptoms (disease); |
674 | remove_ob (disease); |
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|
675 | cure = 1; |
660 | cure = 1; |
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|
661 | |
676 | if (caster) |
662 | if (caster) |
677 | change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); |
663 | change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); |
678 | free_object (disease); |
664 | |
|
|
665 | disease->destroy (); |
679 | } |
666 | } |
680 | } |
667 | } |
681 | } |
668 | } |
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|
669 | |
682 | if (cure) |
670 | if (cure) |
683 | { |
671 | { |
684 | /* Only draw these messages once */ |
672 | /* Only draw these messages once */ |
685 | if (caster) |
673 | if (caster) |
686 | new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
674 | new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
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|
675 | |
687 | new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
676 | new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
688 | } |
677 | } |
|
|
678 | |
689 | return 1; |
679 | return 1; |
690 | } |
680 | } |
691 | |
681 | |
692 | /* reduces disease progression: reduce_symptoms |
682 | /* reduces disease progression: reduce_symptoms |
693 | * return true if we actually reduce a disease. |
683 | * return true if we actually reduce a disease. |