1 | /* |
1 | /* |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* This file contains all the code implementing diseases, |
25 | /* This file contains all the code implementing diseases, |
25 | * except for odds and ends in attack.c and in |
26 | * except for odds and ends in attack.c and in |
26 | * living.c |
27 | * living.c |
27 | */ |
28 | */ |
28 | |
29 | |
29 | /* |
30 | /* |
30 | |
31 | |
… | |
… | |
35 | other_arch Creation object created and dropped when symptom moved. |
36 | other_arch Creation object created and dropped when symptom moved. |
36 | title Message When the "disease" "infects" something, it will |
37 | title Message When the "disease" "infects" something, it will |
37 | print "title victim!!!" to the player who owns |
38 | print "title victim!!!" to the player who owns |
38 | the "disease". |
39 | the "disease". |
39 | wc+ Infectiousness How well the plague spreads person-to-person |
40 | wc+ Infectiousness How well the plague spreads person-to-person |
40 | magic+ Range range of infection |
41 | magic+ Range range of infection |
41 | Stats* Disability What stats are reduced by the disease (str con...) |
42 | Stats* Disability What stats are reduced by the disease (str con...) |
42 | maxhp+ Persistence How long the disease can last OUTSIDE the host. |
43 | maxhp+ Persistence How long the disease can last OUTSIDE the host. |
43 | value TimeLeft Counter for persistence |
44 | value TimeLeft Counter for persistence |
44 | dam^ Damage How much damage it does (%?). |
45 | dam^ Damage How much damage it does (%?). |
45 | maxgrace+ Duration How long before the disease is naturally cured. |
46 | maxgrace+ Duration How long before the disease is naturally cured. |
46 | food DurCount Counter for Duration |
47 | food DurCount Counter for Duration |
47 | |
48 | |
48 | speed Speed How often the disease moves. |
49 | speed Speed How often the disease moves. |
49 | last_sp^ Lethargy Percentage of max speed--10 = 10% speed. |
50 | last_sp^ Lethargy Percentage of max speed. 10 = 10% speed. |
50 | |
51 | |
51 | maxsp^ Mana deplete Saps mana. |
52 | maxsp^ Mana deplete Saps mana. |
52 | ac^ Progressiveness How the diseases increases in severity. |
53 | ac^ Progressiveness How the diseases increases in severity. |
53 | last_eat*^ Deplete food saps food if negative |
54 | last_eat*^ Deplete food saps food if negative |
54 | last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
55 | last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
55 | when it runs out |
56 | when it runs out |
56 | |
57 | |
57 | exp experience experience awarded when plague cured |
58 | exp experience experience awarded when plague cured |
58 | hp*^ ReduceRegen reduces regeneration of disease-bearer |
59 | hp*^ ReduceRegen reduces regeneration of disease-bearer |
59 | sp*^ ReduceSpRegen reduces spellpoint regeneration |
60 | sp*^ ReduceSpRegen reduces spellpoint regeneration |
60 | |
61 | |
61 | name Name Name of the plague |
62 | name Name Name of the plague |
62 | msg message What the plague says when it strikes. |
63 | msg message What the plague says when it strikes. |
63 | race those affected species/race the plague strikes (* = everything) |
64 | race those affected species/race the plague strikes (* = everything) |
64 | level Plague Level General description of the plague's deadliness |
65 | level Plague Level General description of the plague's deadliness |
65 | armour Attenuation reduction in wc per generation of disease. |
66 | armour Attenuation reduction in wc per generation of disease. |
66 | This builds in a self-limiting factor. |
67 | This builds in a self-limiting factor. |
67 | |
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68 | |
68 | |
69 | Explanations: |
69 | Explanations: |
70 | * means this # should be negative to cause adverse effect. |
70 | * means this # should be negative to cause adverse effect. |
71 | + means that this effect is modulated in spells by ldur |
71 | + means that this effect is modulated in spells by ldur |
72 | ^ means that this effect is modulated in spells by ldam |
72 | ^ means that this effect is modulated in spells by ldam |
… | |
… | |
137 | Diseases may be contageous. They are objects which exist in a player's |
137 | Diseases may be contageous. They are objects which exist in a player's |
138 | inventory. They themselves do nothing, except modify Symptoms, or |
138 | inventory. They themselves do nothing, except modify Symptoms, or |
139 | spread to other live objects. Symptoms are what actually damage the player: |
139 | spread to other live objects. Symptoms are what actually damage the player: |
140 | these are their own object. */ |
140 | these are their own object. */ |
141 | |
141 | |
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142 | /* grants immunity to plagues we've seen before. */ |
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143 | static int |
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144 | grant_immunity (object *disease) |
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145 | { |
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146 | object *immunity; |
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147 | object *walk; |
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148 | |
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149 | /* Don't give immunity to this disease if last_heal is set. */ |
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150 | if (disease->last_heal) |
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151 | return 0; |
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152 | |
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153 | /* first, search for an immunity of the same name */ |
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154 | for (walk = disease->env->inv; walk; walk = walk->below) |
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155 | if (disease->name == walk->name && walk->is_immunity ()) |
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156 | { |
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157 | walk->level = disease->level; |
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158 | return 1; /* just update the existing immunity. */ |
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159 | } |
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160 | |
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161 | immunity = archetype::get (shstr_immunity); |
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162 | |
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163 | immunity->name = disease->name; |
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164 | immunity->level = disease->level; |
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165 | immunity->move_block = 0; |
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166 | |
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167 | insert_ob_in_ob (immunity, disease->env); |
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168 | |
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169 | return 1; |
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170 | } |
|
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171 | |
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172 | /* argument is a disease */ |
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173 | static object * |
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174 | find_symptom (object *disease) |
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175 | { |
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176 | /* check the inventory for symptoms */ |
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177 | for (object *walk = disease->env->inv; walk; walk = walk->below) |
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178 | if (walk->name == disease->name && walk->type == SYMPTOM) |
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179 | return walk; |
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180 | |
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181 | return NULL; |
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182 | } |
|
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183 | |
|
|
184 | /* remove any symptoms of disease |
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|
185 | * Modified by MSW 2003-03-28 do try to find all the symptom the |
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|
186 | * player may have - I think through some odd interactoins with |
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|
187 | * disease level and player level and whatnot, a player could get |
|
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188 | * more than one symtpom to a disease. |
|
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189 | */ |
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190 | static int |
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191 | remove_symptoms (object *disease) |
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192 | { |
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193 | object *symptom, *victim = NULL; |
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194 | |
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195 | while ((symptom = find_symptom (disease)) != NULL) |
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196 | { |
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197 | if (!victim) |
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198 | victim = symptom->env; |
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199 | |
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200 | symptom->destroy (); |
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201 | } |
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202 | |
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203 | if (victim) |
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204 | victim->update_stats (); |
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205 | |
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206 | return 0; |
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207 | } |
|
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208 | |
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209 | /* searches around for more victims to infect */ |
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210 | static int |
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211 | check_infection (object *disease) |
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212 | { |
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213 | int range = abs (disease->magic); |
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214 | |
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215 | object *op = disease->outer_env_or_self (); |
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216 | |
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217 | if (!op->is_on_map ()) |
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218 | return 0; |
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219 | |
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220 | dynbuf buf; |
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221 | unordered_mapwalk (buf, op, -range, -range, range, range) |
|
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222 | { |
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223 | mapspace &ms = m->at (nx, ny); |
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224 | |
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225 | if (ms.flags () & P_IS_ALIVE) |
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226 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
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227 | infect_object (tmp, disease, 0); |
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228 | } |
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229 | |
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230 | return 1; |
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231 | } |
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232 | |
142 | /* check if victim is susceptible to disease. */ |
233 | /* check if victim is susceptible to disease. */ |
143 | static int |
234 | static int |
144 | is_susceptible_to_disease (object *victim, object *disease) |
235 | is_susceptible_to_disease (object *victim, object *disease) |
145 | { |
236 | { |
146 | if (!QUERY_FLAG (victim, FLAG_ALIVE)) |
237 | if (!victim->flag [FLAG_ALIVE]) |
147 | return 0; |
238 | return 0; |
148 | |
239 | |
149 | if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
240 | if (victim->flag [FLAG_WIZ]) |
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241 | return 0; |
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242 | |
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243 | if (disease->race.contains ("*") && !victim->flag [FLAG_UNDEAD]) |
150 | return 1; |
244 | return 1; |
151 | |
245 | |
152 | if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
246 | if ((disease->race == shstr_undead) && victim->flag [FLAG_UNDEAD]) |
153 | return 1; |
247 | return 1; |
154 | |
248 | |
155 | if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
249 | if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name)) |
156 | return 1; |
250 | return 1; |
157 | |
251 | |
158 | return 0; |
252 | return 0; |
|
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253 | } |
|
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254 | |
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255 | /* this function monitors the symptoms caused by the disease (if any), |
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256 | causes symptoms, and modifies existing symptoms in the case of |
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257 | existing diseases. */ |
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258 | static int |
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259 | do_symptoms (object *disease) |
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260 | { |
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261 | object *symptom; |
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262 | object *victim; |
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263 | object *tmp; |
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264 | |
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265 | victim = disease->env; |
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266 | |
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267 | if (!victim) |
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268 | return 0; /* no-one to inflict symptoms on */ |
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269 | |
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270 | /* This is a quick hack - for whatever reason, disease->env will point |
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271 | * back to disease, causing endless loops. Why this happens really needs |
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272 | * to be found, but this should at least prevent the infinite loops. |
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273 | */ |
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274 | //TODO: should no longer be the case, monitor, and remove |
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275 | if (victim == disease) |
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276 | { |
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277 | LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ()); |
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278 | return 0; |
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279 | } |
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280 | |
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281 | symptom = find_symptom (disease); |
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282 | if (!symptom) |
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283 | { |
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284 | /* no symptom? need to generate one! */ |
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285 | |
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286 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
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287 | if (!is_susceptible_to_disease (victim, disease)) |
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288 | return 0; |
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289 | |
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290 | /* check for an actual immunity */ |
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291 | /* do an immunity check */ |
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292 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
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293 | if (tmp->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */ |
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294 | if (tmp->level >= disease->level) |
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295 | return 0; /* Immune! */ |
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296 | |
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297 | object *new_symptom = archetype::get (shstr_symptom); |
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298 | |
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299 | /* Something special done with dam. We want diseases to be more |
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300 | * random in what they'll kill, so we'll make the damage they |
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301 | * do random, note, this has a weird effect with progressive diseases. |
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302 | */ |
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303 | if (disease->stats.dam) |
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304 | { |
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305 | int dam = disease->stats.dam; |
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306 | |
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307 | /* reduce the damage, on average, 50%, and making things random. */ |
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308 | |
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309 | dam = random_roll (1, abs (dam), victim, PREFER_LOW); |
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310 | if (disease->stats.dam < 0) |
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311 | dam = -dam; |
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312 | |
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313 | new_symptom->stats.dam = dam; |
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314 | } |
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315 | |
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316 | new_symptom->stats.maxsp = disease->stats.maxsp; |
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317 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
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318 | |
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319 | new_symptom->name = new_symptom->name_pl = disease->name; |
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320 | |
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321 | new_symptom->level = disease->level; |
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322 | new_symptom->value = 0; |
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323 | |
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324 | new_symptom->set_speed (disease->speed); |
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325 | |
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326 | for (int i = 0; i < NUM_STATS; ++i) |
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327 | new_symptom->stats.stat (i) = disease->stats.stat (i); |
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328 | |
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329 | new_symptom->stats.sp = disease->stats.sp; |
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330 | new_symptom->stats.food = disease->last_eat; |
|
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331 | new_symptom->stats.maxsp = disease->stats.maxsp; |
|
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332 | new_symptom->last_sp = disease->last_sp; |
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333 | new_symptom->stats.exp = 0; |
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334 | new_symptom->stats.hp = disease->stats.hp; |
|
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335 | new_symptom->msg = disease->msg; |
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336 | new_symptom->attacktype = disease->attacktype; |
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337 | new_symptom->other_arch = disease->other_arch; |
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338 | new_symptom->skill = disease->skill; |
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339 | |
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340 | new_symptom->move_block = 0; |
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341 | |
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342 | victim->head_ ()->insert (new_symptom); |
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343 | |
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344 | // set owner last, as insert clears owner |
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345 | new_symptom->set_owner (disease->owner); |
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346 | |
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347 | return 1; |
|
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348 | } |
|
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349 | |
|
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350 | /* now deal with progressing diseases: we increase the debility |
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351 | * caused by the symptoms. |
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352 | */ |
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353 | if (disease->stats.ac) |
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354 | { |
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355 | symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100); |
|
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356 | |
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357 | float scale = 1.f + symptom->value / 100.f; |
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358 | |
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359 | /* now rescale all the debilities */ |
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360 | for (int i = 0; i < NUM_STATS; ++i) |
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361 | symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127); |
|
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362 | |
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363 | symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024); |
|
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364 | symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); |
|
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365 | symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024); |
|
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366 | symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024); |
|
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367 | symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024); |
|
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368 | symptom->stats.exp = 0; |
|
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369 | symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0; |
|
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370 | symptom->msg = disease->msg; |
|
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371 | symptom->attacktype = disease->attacktype; |
|
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372 | symptom->other_arch = disease->other_arch; |
|
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373 | } |
|
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374 | |
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375 | symptom->set_flag (FLAG_APPLIED); |
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376 | victim->update_stats (); |
|
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377 | |
|
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378 | return 1; |
159 | } |
379 | } |
160 | |
380 | |
161 | int |
381 | int |
162 | move_disease (object *disease) |
382 | move_disease (object *disease) |
163 | { |
383 | { |
164 | /* first task is to determine if the disease is inside or outside of someone. |
384 | /* First task is to determine if the disease is inside or outside of someone. |
165 | * If outside, we decrement 'value' until we're gone. |
385 | * If outside, we decrement 'value' until we're gone. |
166 | */ |
386 | */ |
167 | |
387 | |
168 | if (disease->env == NULL) |
388 | if (!disease->env) |
169 | { /* we're outside of someone */ |
389 | { /* we're outside of someone */ |
170 | if (disease->stats.maxhp > 0) |
390 | if (disease->stats.maxhp > 0) |
171 | disease->value--; |
391 | disease->value--; |
172 | |
392 | |
173 | if (disease->value == 0) |
393 | if (!disease->value) |
174 | { |
394 | { |
175 | disease->destroy (); |
395 | disease->destroy (); |
176 | return 1; |
396 | return 1; |
177 | } |
397 | } |
178 | } |
398 | } |
179 | else |
399 | else |
180 | { |
400 | { |
181 | /* if we're inside a person, have the disease run its course */ |
401 | /* if we're inside a person, have the disease run its course */ |
182 | /* negative foods denote "perpetual" diseases. */ |
402 | /* negative/zero food denotes "perpetual" diseases. */ |
183 | if (disease->stats.food > 0) |
403 | if (disease->stats.food > 0) |
184 | { |
404 | { |
185 | disease->stats.food--; |
405 | disease->stats.food--; |
186 | |
406 | |
187 | if (disease->stats.food == 0) |
407 | if (!disease->stats.food) |
188 | { |
408 | { |
189 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
409 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
190 | grant_immunity (disease); |
410 | grant_immunity (disease); |
191 | disease->destroy (); |
411 | disease->destroy (); |
192 | return 1; |
412 | return 1; |
… | |
… | |
201 | if (disease->env && is_susceptible_to_disease (disease->env, disease)) |
421 | if (disease->env && is_susceptible_to_disease (disease->env, disease)) |
202 | do_symptoms (disease); |
422 | do_symptoms (disease); |
203 | |
423 | |
204 | return 0; |
424 | return 0; |
205 | } |
425 | } |
206 | |
|
|
207 | /* remove any symptoms of disease |
|
|
208 | * Modified by MSW 2003-03-28 do try to find all the symptom the |
|
|
209 | * player may have - I think through some odd interactoins with |
|
|
210 | * disease level and player level and whatnot, a player could get |
|
|
211 | * more than one symtpom to a disease. |
|
|
212 | */ |
|
|
213 | |
|
|
214 | int |
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215 | remove_symptoms (object *disease) |
|
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216 | { |
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217 | object *symptom, *victim = NULL; |
|
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218 | |
|
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219 | while ((symptom = find_symptom (disease)) != NULL) |
|
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220 | { |
|
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221 | if (!victim) |
|
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222 | victim = symptom->env; |
|
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223 | |
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224 | symptom->destroy (); |
|
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225 | } |
|
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226 | |
|
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227 | if (victim) |
|
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228 | victim->update_stats (); |
|
|
229 | return 0; |
|
|
230 | } |
|
|
231 | |
|
|
232 | /* argument is a disease */ |
|
|
233 | object * |
|
|
234 | find_symptom (object *disease) |
|
|
235 | { |
|
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236 | object *walk; |
|
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237 | |
|
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238 | /* check the inventory for symptoms */ |
|
|
239 | for (walk = disease->env->inv; walk; walk = walk->below) |
|
|
240 | if (walk->name == disease->name && walk->type == SYMPTOM) |
|
|
241 | return walk; |
|
|
242 | return NULL; |
|
|
243 | } |
|
|
244 | |
|
|
245 | /* searches around for more victims to infect */ |
|
|
246 | int |
|
|
247 | check_infection (object *disease) |
|
|
248 | { |
|
|
249 | int x, y, range, mflags; |
|
|
250 | maptile *map, *map2; |
|
|
251 | object *tmp; |
|
|
252 | |
|
|
253 | range = abs (disease->magic); |
|
|
254 | |
|
|
255 | if (disease->env) |
|
|
256 | { |
|
|
257 | x = disease->env->x; |
|
|
258 | y = disease->env->y; |
|
|
259 | map = disease->env->map; |
|
|
260 | } |
|
|
261 | else |
|
|
262 | { |
|
|
263 | x = disease->x; |
|
|
264 | y = disease->y; |
|
|
265 | map = disease->map; |
|
|
266 | } |
|
|
267 | |
|
|
268 | if (!map) |
|
|
269 | return 0; |
|
|
270 | |
|
|
271 | for (int i = x - range; i <= x + range; i++) |
|
|
272 | for (int j = y - range; j <= y + range; j++) |
|
|
273 | { |
|
|
274 | sint16 i2, j2; |
|
|
275 | mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
|
|
276 | |
|
|
277 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
|
|
278 | for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) |
|
|
279 | infect_object (tmp, disease, 0); |
|
|
280 | } |
|
|
281 | |
|
|
282 | return 1; |
|
|
283 | } |
|
|
284 | |
|
|
285 | |
426 | |
286 | /* check to see if an object is infectable: |
427 | /* check to see if an object is infectable: |
287 | * objects with immunity aren't infectable. |
428 | * objects with immunity aren't infectable. |
288 | * objects already infected aren't infectable. |
429 | * objects already infected aren't infectable. |
289 | * dead objects aren't infectable. |
430 | * dead objects aren't infectable. |
… | |
… | |
294 | { |
435 | { |
295 | object *tmp; |
436 | object *tmp; |
296 | object *new_disease; |
437 | object *new_disease; |
297 | |
438 | |
298 | /* don't infect inanimate objects */ |
439 | /* don't infect inanimate objects */ |
299 | if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) |
440 | if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER)) |
300 | return 0; |
441 | return 0; |
301 | |
442 | |
302 | /* check and see if victim can catch disease: diseases |
443 | /* check and see if victim can catch disease: diseases |
303 | * are specific |
444 | * are specific |
304 | */ |
445 | */ |
… | |
… | |
308 | /* roll the dice on infection before doing the inventory check! */ |
449 | /* roll the dice on infection before doing the inventory check! */ |
309 | if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
450 | if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
310 | return 0; |
451 | return 0; |
311 | |
452 | |
312 | /* do an immunity check */ |
453 | /* do an immunity check */ |
313 | if (victim->head) |
|
|
314 | tmp = victim->head->inv; |
|
|
315 | else |
|
|
316 | tmp = victim->inv; |
|
|
317 | |
454 | |
318 | /* There used to (IMO) be a flaw in the below - it used to be the case |
455 | /* There used to (IMO) be a flaw in the below - it used to be the case |
319 | * that if level check was done for both immunity and disease. This could |
456 | * that if level check was done for both immunity and disease. This could |
320 | * result in a person with multiple afflictions of the same disease |
457 | * result in a person with multiple afflictions of the same disease |
321 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
458 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
322 | * they were cast in that same order. Instead, change it so that |
459 | * they were cast in that same order. Instead, change it so that |
323 | * if you diseased, you can't get diseased more. |
460 | * if you diseased, you can't get diseased more. |
324 | */ |
461 | */ |
325 | |
462 | |
326 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
463 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
327 | { |
464 | if (tmp->name == disease->name && tmp->is_immunity () && tmp->level >= disease->level) |
328 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
|
|
329 | return 0; /* Immune! */ |
465 | return 0; /* Immune! */ |
330 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
466 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
331 | return 0; /* already diseased */ |
467 | return 0; /* already diseased */ |
332 | } |
|
|
333 | |
468 | |
334 | /* If we've gotten this far, go ahead and infect the victim. */ |
469 | /* If we've gotten this far, go ahead and infect the victim. */ |
|
|
470 | |
335 | new_disease = disease->clone (); |
471 | new_disease = disease->clone (); |
|
|
472 | |
336 | new_disease->stats.food = disease->stats.maxgrace; |
473 | new_disease->stats.food = disease->stats.maxgrace; |
337 | new_disease->value = disease->stats.maxhp; |
474 | new_disease->value = disease->stats.maxhp; |
338 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
475 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
339 | |
476 | |
340 | /* Unfortunately, set_owner does the wrong thing to the skills pointers |
|
|
341 | * resulting in exp going into the owners *current* chosen skill. |
|
|
342 | */ |
|
|
343 | |
|
|
344 | if (disease->owner) |
|
|
345 | { |
|
|
346 | new_disease->set_owner (disease->owner); |
|
|
347 | |
|
|
348 | /* Only need to update skill if different */ |
|
|
349 | if (new_disease->skill != disease->skill) |
|
|
350 | new_disease->skill = disease->skill; |
|
|
351 | } |
|
|
352 | else |
|
|
353 | { /* for diseases which are passed by hitting, set owner and praying skill */ |
|
|
354 | if (disease->env && disease->env->type == PLAYER) |
|
|
355 | { |
|
|
356 | object *player = disease->env; |
|
|
357 | |
|
|
358 | new_disease->set_owner (player); |
|
|
359 | |
|
|
360 | /* the skill pointer for these diseases should already be set up - |
|
|
361 | * hardcoding in 'praying' is not the right approach. |
|
|
362 | */ |
|
|
363 | } |
|
|
364 | } |
|
|
365 | |
|
|
366 | insert_ob_in_ob (new_disease, victim->head_ ()); |
|
|
367 | /* This appears to be a horrible case of overloading 'NO_PASS' |
477 | /* This appears to be a horrible case of overloading 'NO_PASS' |
368 | * for meaning in the diseases. |
478 | * for meaning in the diseases. |
369 | */ |
479 | */ |
370 | new_disease->move_block = 0; |
480 | new_disease->move_block = 0; |
|
|
481 | |
|
|
482 | // insert before setting the owner |
|
|
483 | victim->head_ ()->insert (new_disease); |
|
|
484 | |
|
|
485 | if (disease->owner) |
|
|
486 | new_disease->set_owner (disease->owner); |
|
|
487 | else if (object *pl = disease->in_player ()) |
|
|
488 | /* for diseases which are passed by hitting, set owner and skill */ |
|
|
489 | new_disease->set_owner (pl); |
|
|
490 | |
|
|
491 | if (INVOKE_OBJECT (INFECT, victim, ARG_OBJECT (disease), ARG_OBJECT (new_disease))) |
|
|
492 | return 1; |
|
|
493 | |
371 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
494 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
372 | { |
495 | { |
373 | char buf[128]; |
496 | const char *buf; |
374 | |
497 | |
375 | /* if the disease has a title, it has a special infection message |
498 | /* if the disease has a title, it has a special infection message |
376 | * This messages is printed in the form MESSAGE victim |
499 | * This messages is printed in the form MESSAGE victim |
377 | */ |
500 | */ |
378 | if (new_disease->title) |
501 | if (new_disease->title) |
379 | sprintf (buf, "%s %s!!", &disease->title, &victim->name); |
502 | buf = format ("%s %s!!", &disease->title, &victim->name); |
380 | else |
503 | else |
381 | sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
504 | buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
382 | |
505 | |
383 | if (victim->type == PLAYER) |
506 | if (victim->type == PLAYER) |
384 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
507 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
385 | else |
508 | else |
386 | new_draw_info (0, 4, new_disease->owner, buf); |
509 | new_draw_info (0, 4, new_disease->owner, buf); |
387 | } |
510 | } |
|
|
511 | |
388 | if (victim->type == PLAYER) |
512 | if (victim->type == PLAYER) |
389 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
513 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
390 | |
514 | |
391 | return 1; |
515 | return 1; |
392 | |
|
|
393 | } |
516 | } |
394 | |
|
|
395 | |
|
|
396 | |
|
|
397 | /* this function monitors the symptoms caused by the disease (if any), |
|
|
398 | causes symptoms, and modifies existing symptoms in the case of |
|
|
399 | existing diseases. */ |
|
|
400 | |
|
|
401 | int |
|
|
402 | do_symptoms (object *disease) |
|
|
403 | { |
|
|
404 | object *symptom; |
|
|
405 | object *victim; |
|
|
406 | object *tmp; |
|
|
407 | |
|
|
408 | victim = disease->env; |
|
|
409 | |
|
|
410 | /* This is a quick hack - for whatever reason, disease->env will point |
|
|
411 | * back to disease, causing endless loops. Why this happens really needs |
|
|
412 | * to be found, but this should at least prevent the infinite loops. |
|
|
413 | */ |
|
|
414 | |
|
|
415 | if (victim == NULL || victim == disease) |
|
|
416 | return 0; /* no-one to inflict symptoms on */ |
|
|
417 | |
|
|
418 | symptom = find_symptom (disease); |
|
|
419 | if (symptom == NULL) |
|
|
420 | { |
|
|
421 | /* no symptom? need to generate one! */ |
|
|
422 | object *new_symptom; |
|
|
423 | |
|
|
424 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
|
|
425 | if (!is_susceptible_to_disease (victim, disease)) |
|
|
426 | return 0; |
|
|
427 | |
|
|
428 | /* check for an actual immunity */ |
|
|
429 | /* do an immunity check */ |
|
|
430 | if (victim->head) |
|
|
431 | tmp = victim->head->inv; |
|
|
432 | else |
|
|
433 | tmp = victim->inv; |
|
|
434 | |
|
|
435 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
|
|
436 | { |
|
|
437 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
|
|
438 | if (tmp->name == disease->name && tmp->level >= disease->level) |
|
|
439 | return 0; /*Immune! */ |
|
|
440 | } |
|
|
441 | |
|
|
442 | new_symptom = get_archetype ("symptom"); |
|
|
443 | |
|
|
444 | /* Something special done with dam. We want diseases to be more |
|
|
445 | * random in what they'll kill, so we'll make the damage they |
|
|
446 | * do random, note, this has a weird effect with progressive diseases. |
|
|
447 | */ |
|
|
448 | if (disease->stats.dam != 0) |
|
|
449 | { |
|
|
450 | int dam = disease->stats.dam; |
|
|
451 | |
|
|
452 | /* reduce the damage, on average, 50%, and making things random. */ |
|
|
453 | |
|
|
454 | dam = random_roll (1, abs (dam), victim, PREFER_LOW); |
|
|
455 | if (disease->stats.dam < 0) |
|
|
456 | dam = -dam; |
|
|
457 | new_symptom->stats.dam = dam; |
|
|
458 | } |
|
|
459 | |
|
|
460 | |
|
|
461 | new_symptom->stats.maxsp = disease->stats.maxsp; |
|
|
462 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
|
|
463 | |
|
|
464 | new_symptom->name = new_symptom->name_pl = disease->name; |
|
|
465 | |
|
|
466 | new_symptom->level = disease->level; |
|
|
467 | new_symptom->speed = disease->speed; |
|
|
468 | new_symptom->value = 0; |
|
|
469 | |
|
|
470 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
471 | new_symptom->stats.stat (i) = disease->stats.stat (i); |
|
|
472 | |
|
|
473 | new_symptom->stats.sp = disease->stats.sp; |
|
|
474 | new_symptom->stats.food = disease->last_eat; |
|
|
475 | new_symptom->stats.maxsp = disease->stats.maxsp; |
|
|
476 | new_symptom->last_sp = disease->last_sp; |
|
|
477 | new_symptom->stats.exp = 0; |
|
|
478 | new_symptom->stats.hp = disease->stats.hp; |
|
|
479 | new_symptom->msg = disease->msg; |
|
|
480 | new_symptom->attacktype = disease->attacktype; |
|
|
481 | new_symptom->other_arch = disease->other_arch; |
|
|
482 | |
|
|
483 | new_symptom->set_owner (disease->owner); |
|
|
484 | |
|
|
485 | if (new_symptom->skill != disease->skill) |
|
|
486 | new_symptom->skill = disease->skill; |
|
|
487 | |
|
|
488 | new_symptom->move_block = 0; |
|
|
489 | insert_ob_in_ob (new_symptom, victim); |
|
|
490 | return 1; |
|
|
491 | } |
|
|
492 | |
|
|
493 | /* now deal with progressing diseases: we increase the debility |
|
|
494 | * caused by the symptoms. |
|
|
495 | */ |
|
|
496 | if (disease->stats.ac != 0) |
|
|
497 | { |
|
|
498 | symptom->value += disease->stats.ac; |
|
|
499 | |
|
|
500 | float scale = 1.f + symptom->value / 100.f; |
|
|
501 | |
|
|
502 | /* now rescale all the debilities */ |
|
|
503 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
504 | symptom->stats.stat (i) = scale * disease->stats.stat (i); |
|
|
505 | |
|
|
506 | symptom->stats.dam = scale * disease->stats.dam; |
|
|
507 | symptom->stats.sp = scale * disease->stats.sp; |
|
|
508 | symptom->stats.food = scale * disease->last_eat; |
|
|
509 | symptom->stats.maxsp = scale * disease->stats.maxsp; |
|
|
510 | symptom->last_sp = scale * disease->last_sp; |
|
|
511 | symptom->stats.exp = 0; |
|
|
512 | symptom->stats.hp = scale * disease->stats.hp; |
|
|
513 | |
|
|
514 | symptom->msg = disease->msg; |
|
|
515 | symptom->attacktype = disease->attacktype; |
|
|
516 | symptom->other_arch = disease->other_arch; |
|
|
517 | } |
|
|
518 | |
|
|
519 | SET_FLAG (symptom, FLAG_APPLIED); |
|
|
520 | victim->update_stats (); |
|
|
521 | |
|
|
522 | return 1; |
|
|
523 | } |
|
|
524 | |
|
|
525 | /* grants immunity to plagues we've seen before. */ |
|
|
526 | int |
|
|
527 | grant_immunity (object *disease) |
|
|
528 | { |
|
|
529 | object *immunity; |
|
|
530 | object *walk; |
|
|
531 | |
|
|
532 | /* Don't give immunity to this disease if last_heal is set. */ |
|
|
533 | if (disease->last_heal) |
|
|
534 | return 0; |
|
|
535 | /* first, search for an immunity of the same name */ |
|
|
536 | for (walk = disease->env->inv; walk; walk = walk->below) |
|
|
537 | { |
|
|
538 | if (walk->type == 98 && disease->name == walk->name) |
|
|
539 | { |
|
|
540 | walk->level = disease->level; |
|
|
541 | return 1; /* just update the existing immunity. */ |
|
|
542 | } |
|
|
543 | } |
|
|
544 | immunity = get_archetype ("immunity"); |
|
|
545 | immunity->name = disease->name; |
|
|
546 | immunity->level = disease->level; |
|
|
547 | immunity->move_block = 0; |
|
|
548 | insert_ob_in_ob (immunity, disease->env); |
|
|
549 | return 1; |
|
|
550 | |
|
|
551 | } |
|
|
552 | |
|
|
553 | |
517 | |
554 | /* make the symptom do the nasty things it does */ |
518 | /* make the symptom do the nasty things it does */ |
555 | |
|
|
556 | int |
519 | int |
557 | move_symptom (object *symptom) |
520 | move_symptom (object *symptom) |
558 | { |
521 | { |
559 | object *victim = symptom->env; |
522 | object *victim = symptom->env; |
560 | object *new_ob; |
|
|
561 | int sp_reduce; |
|
|
562 | |
523 | |
563 | if (victim == NULL || victim->map == NULL) |
524 | if (!victim || !victim->map) |
564 | { /* outside a monster/player, die immediately */ |
525 | { /* outside a monster/player, die immediately */ |
565 | symptom->destroy (); |
526 | symptom->destroy (); |
566 | return 0; |
527 | return 0; |
567 | } |
528 | } |
568 | |
|
|
569 | if (symptom->stats.dam > 0) |
|
|
570 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
|
|
571 | else |
|
|
572 | hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); |
|
|
573 | |
|
|
574 | if (symptom->stats.maxsp > 0) |
|
|
575 | sp_reduce = symptom->stats.maxsp; |
|
|
576 | else |
|
|
577 | sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); |
|
|
578 | victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); |
|
|
579 | |
529 | |
580 | /* create the symptom "other arch" object and drop it here |
530 | /* create the symptom "other arch" object and drop it here |
581 | * under every part of the monster |
531 | * under every part of the monster |
582 | * The victim may well have died. |
532 | * The victim may well have died. |
583 | */ |
533 | */ |
584 | |
|
|
585 | if (victim->map == NULL) |
534 | if (victim->map) |
586 | return 0; |
535 | { |
|
|
536 | victim->play_sound (symptom->sound); |
|
|
537 | |
587 | if (symptom->other_arch) |
538 | if (symptom->other_arch) |
588 | { |
539 | for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) |
589 | object *tmp; |
|
|
590 | |
|
|
591 | tmp = victim; |
|
|
592 | if (tmp->head != NULL) |
|
|
593 | tmp = tmp->head; |
|
|
594 | for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more) |
|
|
595 | { |
540 | { |
596 | new_ob = arch_to_object (symptom->other_arch); |
541 | object *new_ob = symptom->other_arch->instance (); |
597 | new_ob->x = tmp->x; |
542 | new_ob->x = tmp->x; |
598 | new_ob->y = tmp->y; |
543 | new_ob->y = tmp->y; |
599 | new_ob->map = victim->map; |
544 | new_ob->map = victim->map; |
600 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
545 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
601 | } |
546 | } |
602 | } |
547 | } |
|
|
548 | |
|
|
549 | int damage = |
|
|
550 | symptom->stats.dam > 0 |
|
|
551 | ? symptom->stats.dam |
|
|
552 | : max (1, victim->stats.maxhp * -symptom->stats.dam / 100); |
|
|
553 | |
|
|
554 | hit_player (victim, damage, symptom, symptom->attacktype, 1); |
|
|
555 | |
|
|
556 | int sp_reduce = |
|
|
557 | symptom->stats.maxsp > 0 |
|
|
558 | ? symptom->stats.maxsp |
|
|
559 | : max (1, victim->stats.maxsp * -symptom->stats.maxsp / 100); |
|
|
560 | |
|
|
561 | victim->stats.sp = max (0, victim->stats.sp - sp_reduce); |
|
|
562 | |
603 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
563 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
604 | |
564 | |
605 | return 1; |
565 | return 1; |
606 | } |
566 | } |
607 | |
567 | |
… | |
… | |
616 | infect_object (victim, disease, 0); |
576 | infect_object (victim, disease, 0); |
617 | |
577 | |
618 | return 1; |
578 | return 1; |
619 | } |
579 | } |
620 | |
580 | |
621 | // find a disease in someone |
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|
622 | object * |
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623 | find_disease (object *victim) |
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|
624 | { |
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|
625 | for (object *disease = victim->inv; disease; disease = disease->below) |
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|
626 | if (disease->type == DISEASE) |
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627 | return disease; |
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628 | |
|
|
629 | return 0; |
|
|
630 | } |
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|
631 | |
|
|
632 | /* do the cure disease stuff, from the spell "cure disease" */ |
581 | /* do the cure disease stuff, from the spell "cure disease" */ |
633 | int |
582 | int |
634 | cure_disease (object *sufferer, object *caster) |
583 | cure_disease (object *sufferer, object *caster, object *spell) |
635 | { |
584 | { |
636 | object *disease, *next; |
585 | object *disease, *next; |
637 | int casting_level; |
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|
638 | int cure = 0; |
586 | int cure = 0; |
639 | |
587 | |
640 | if (caster) |
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|
641 | casting_level = caster->level; |
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|
642 | else |
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|
643 | casting_level = 1000; /* if null caster, CURE all. */ |
588 | int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */ |
644 | |
589 | |
645 | for (disease = sufferer->inv; disease; disease = next) |
590 | for (disease = sufferer->inv; disease; disease = next) |
646 | { |
591 | { |
647 | next = disease->below; |
592 | next = disease->below; |
648 | |
593 | |
… | |
… | |
656 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
601 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
657 | { |
602 | { |
658 | remove_symptoms (disease); |
603 | remove_symptoms (disease); |
659 | cure = 1; |
604 | cure = 1; |
660 | |
605 | |
661 | if (caster) |
606 | if (caster && spell) |
662 | change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); |
607 | change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY); |
663 | |
608 | |
664 | disease->destroy (); |
609 | disease->destroy (); |
665 | } |
610 | } |
666 | } |
611 | } |
667 | } |
612 | } |
… | |
… | |
676 | } |
621 | } |
677 | |
622 | |
678 | return 1; |
623 | return 1; |
679 | } |
624 | } |
680 | |
625 | |
|
|
626 | #if 0 // unused, but seems interesting |
681 | /* reduces disease progression: reduce_symptoms |
627 | /* reduces disease progression: reduce_symptoms |
682 | * return true if we actually reduce a disease. |
628 | * return true if we actually reduce a disease. |
683 | */ |
629 | */ |
684 | |
630 | static int |
685 | int |
|
|
686 | reduce_symptoms (object *sufferer, int reduction) |
631 | reduce_symptoms (object *sufferer, int reduction) |
687 | { |
632 | { |
688 | object *walk; |
633 | object *walk; |
689 | int success = 0; |
634 | int success = 0; |
690 | |
635 | |
… | |
… | |
693 | if (walk->type == SYMPTOM) |
638 | if (walk->type == SYMPTOM) |
694 | { |
639 | { |
695 | if (walk->value > 0) |
640 | if (walk->value > 0) |
696 | { |
641 | { |
697 | success = 1; |
642 | success = 1; |
698 | walk->value = MAX (0, walk->value - 2 * reduction); |
643 | walk->value = max (0, walk->value - 2 * reduction); |
699 | /* give the disease time to modify this symptom, |
644 | /* give the disease time to modify this symptom, |
700 | * and reduce its severity. */ |
645 | * and reduce its severity. */ |
701 | walk->speed_left = 0; |
646 | walk->speed_left = 0; |
702 | } |
647 | } |
703 | } |
648 | } |
704 | } |
649 | } |
|
|
650 | |
705 | if (success) |
651 | if (success) |
706 | new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
652 | new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
|
|
653 | |
707 | return success; |
654 | return success; |
708 | } |
655 | } |
|
|
656 | #endif |