1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program 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 2 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 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
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 | * |
22 | * 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> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* This file contains all the code implementing diseases, |
25 | /* This file contains all the code implementing diseases, |
26 | * except for odds and ends in attack.c and in |
26 | * except for odds and ends in attack.c and in |
27 | * living.c |
27 | * living.c |
28 | */ |
28 | */ |
29 | |
29 | |
30 | /* |
30 | /* |
31 | |
31 | |
… | |
… | |
36 | other_arch Creation object created and dropped when symptom moved. |
36 | other_arch Creation object created and dropped when symptom moved. |
37 | title Message When the "disease" "infects" something, it will |
37 | title Message When the "disease" "infects" something, it will |
38 | print "title victim!!!" to the player who owns |
38 | print "title victim!!!" to the player who owns |
39 | the "disease". |
39 | the "disease". |
40 | wc+ Infectiousness How well the plague spreads person-to-person |
40 | wc+ Infectiousness How well the plague spreads person-to-person |
41 | magic+ Range range of infection |
41 | magic+ Range range of infection |
42 | Stats* Disability What stats are reduced by the disease (str con...) |
42 | Stats* Disability What stats are reduced by the disease (str con...) |
43 | maxhp+ Persistence How long the disease can last OUTSIDE the host. |
43 | maxhp+ Persistence How long the disease can last OUTSIDE the host. |
44 | value TimeLeft Counter for persistence |
44 | value TimeLeft Counter for persistence |
45 | dam^ Damage How much damage it does (%?). |
45 | dam^ Damage How much damage it does (%?). |
46 | maxgrace+ Duration How long before the disease is naturally cured. |
46 | maxgrace+ Duration How long before the disease is naturally cured. |
47 | food DurCount Counter for Duration |
47 | food DurCount Counter for Duration |
48 | |
48 | |
49 | speed Speed How often the disease moves. |
49 | speed Speed How often the disease moves. |
50 | last_sp^ Lethargy Percentage of max speed--10 = 10% speed. |
50 | last_sp^ Lethargy Percentage of max speed. 10 = 10% speed. |
51 | |
51 | |
52 | maxsp^ Mana deplete Saps mana. |
52 | maxsp^ Mana deplete Saps mana. |
53 | ac^ Progressiveness How the diseases increases in severity. |
53 | ac^ Progressiveness How the diseases increases in severity. |
54 | last_eat*^ Deplete food saps food if negative |
54 | last_eat*^ Deplete food saps food if negative |
55 | last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
55 | last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
56 | when it runs out |
56 | when it runs out |
57 | |
57 | |
58 | exp experience experience awarded when plague cured |
58 | exp experience experience awarded when plague cured |
59 | hp*^ ReduceRegen reduces regeneration of disease-bearer |
59 | hp*^ ReduceRegen reduces regeneration of disease-bearer |
60 | sp*^ ReduceSpRegen reduces spellpoint regeneration |
60 | sp*^ ReduceSpRegen reduces spellpoint regeneration |
61 | |
61 | |
62 | name Name Name of the plague |
62 | name Name Name of the plague |
63 | msg message What the plague says when it strikes. |
63 | msg message What the plague says when it strikes. |
64 | race those affected species/race the plague strikes (* = everything) |
64 | race those affected species/race the plague strikes (* = everything) |
65 | level Plague Level General description of the plague's deadliness |
65 | level Plague Level General description of the plague's deadliness |
66 | armour Attenuation reduction in wc per generation of disease. |
66 | armour Attenuation reduction in wc per generation of disease. |
67 | This builds in a self-limiting factor. |
67 | This builds in a self-limiting factor. |
68 | |
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69 | |
68 | |
70 | Explanations: |
69 | Explanations: |
71 | * means this # should be negative to cause adverse effect. |
70 | * means this # should be negative to cause adverse effect. |
72 | + means that this effect is modulated in spells by ldur |
71 | + means that this effect is modulated in spells by ldur |
73 | ^ means that this effect is modulated in spells by ldam |
72 | ^ means that this effect is modulated in spells by ldam |
… | |
… | |
131 | #include <sproto.h> |
130 | #include <sproto.h> |
132 | #include <spells.h> |
131 | #include <spells.h> |
133 | #include <sounds.h> |
132 | #include <sounds.h> |
134 | #include <skills.h> |
133 | #include <skills.h> |
135 | |
134 | |
136 | /* IMPLEMENTATION NOTES |
135 | /* IMPLEMENTATION NOTES |
137 | |
136 | |
138 | 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 |
139 | inventory. They themselves do nothing, except modify Symptoms, or |
138 | inventory. They themselves do nothing, except modify Symptoms, or |
140 | 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: |
141 | these are their own object. */ |
140 | these are their own object. */ |
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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 | |
|
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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 | } |
142 | |
232 | |
143 | /* check if victim is susceptible to disease. */ |
233 | /* check if victim is susceptible to disease. */ |
144 | static int |
234 | static int |
145 | is_susceptible_to_disease (object *victim, object *disease) |
235 | is_susceptible_to_disease (object *victim, object *disease) |
146 | { |
236 | { |
147 | if (!QUERY_FLAG (victim, FLAG_ALIVE)) |
237 | if (!victim->flag [FLAG_ALIVE]) |
148 | return 0; |
238 | return 0; |
149 | |
239 | |
150 | 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]) |
151 | return 1; |
244 | return 1; |
152 | |
245 | |
153 | if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
246 | if ((disease->race == shstr_undead) && victim->flag [FLAG_UNDEAD]) |
154 | return 1; |
247 | return 1; |
155 | |
248 | |
156 | 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)) |
157 | return 1; |
250 | return 1; |
158 | |
251 | |
159 | 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; |
160 | } |
379 | } |
161 | |
380 | |
162 | int |
381 | int |
163 | move_disease (object *disease) |
382 | move_disease (object *disease) |
164 | { |
383 | { |
165 | /* 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. |
166 | * If outside, we decrement 'value' until we're gone. |
385 | * If outside, we decrement 'value' until we're gone. |
167 | */ |
386 | */ |
168 | |
387 | |
169 | if (disease->env == NULL) |
388 | if (!disease->env) |
170 | { /* we're outside of someone */ |
389 | { /* we're outside of someone */ |
171 | if (disease->stats.maxhp > 0) |
390 | if (disease->stats.maxhp > 0) |
172 | disease->value--; |
391 | disease->value--; |
173 | |
392 | |
174 | if (disease->value == 0) |
393 | if (!disease->value) |
175 | { |
394 | { |
176 | disease->destroy (); |
395 | disease->destroy (); |
177 | return 1; |
396 | return 1; |
178 | } |
397 | } |
179 | } |
398 | } |
180 | else |
399 | else |
181 | { |
400 | { |
182 | /* 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 */ |
183 | /* negative foods denote "perpetual" diseases. */ |
402 | /* negative/zero food denotes "perpetual" diseases. */ |
184 | if (disease->stats.food > 0) |
403 | if (disease->stats.food > 0) |
185 | { |
404 | { |
186 | disease->stats.food--; |
405 | disease->stats.food--; |
187 | |
406 | |
188 | if (disease->stats.food == 0) |
407 | if (!disease->stats.food) |
189 | { |
408 | { |
190 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
409 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
191 | grant_immunity (disease); |
410 | grant_immunity (disease); |
192 | disease->destroy (); |
411 | disease->destroy (); |
193 | return 1; |
412 | return 1; |
… | |
… | |
202 | if (disease->env && is_susceptible_to_disease (disease->env, disease)) |
421 | if (disease->env && is_susceptible_to_disease (disease->env, disease)) |
203 | do_symptoms (disease); |
422 | do_symptoms (disease); |
204 | |
423 | |
205 | return 0; |
424 | return 0; |
206 | } |
425 | } |
207 | |
|
|
208 | /* remove any symptoms of disease |
|
|
209 | * Modified by MSW 2003-03-28 do try to find all the symptom the |
|
|
210 | * player may have - I think through some odd interactoins with |
|
|
211 | * disease level and player level and whatnot, a player could get |
|
|
212 | * more than one symtpom to a disease. |
|
|
213 | */ |
|
|
214 | |
|
|
215 | int |
|
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216 | remove_symptoms (object *disease) |
|
|
217 | { |
|
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218 | object *symptom, *victim = NULL; |
|
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219 | |
|
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220 | while ((symptom = find_symptom (disease)) != NULL) |
|
|
221 | { |
|
|
222 | if (!victim) |
|
|
223 | victim = symptom->env; |
|
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224 | |
|
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225 | symptom->destroy (); |
|
|
226 | } |
|
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227 | |
|
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228 | if (victim) |
|
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229 | victim->update_stats (); |
|
|
230 | return 0; |
|
|
231 | } |
|
|
232 | |
|
|
233 | /* argument is a disease */ |
|
|
234 | object * |
|
|
235 | find_symptom (object *disease) |
|
|
236 | { |
|
|
237 | object *walk; |
|
|
238 | |
|
|
239 | /* check the inventory for symptoms */ |
|
|
240 | for (walk = disease->env->inv; walk; walk = walk->below) |
|
|
241 | if (walk->name == disease->name && walk->type == SYMPTOM) |
|
|
242 | return walk; |
|
|
243 | return NULL; |
|
|
244 | } |
|
|
245 | |
|
|
246 | /* searches around for more victims to infect */ |
|
|
247 | int |
|
|
248 | check_infection (object *disease) |
|
|
249 | { |
|
|
250 | int x, y, range, mflags; |
|
|
251 | maptile *map, *map2; |
|
|
252 | object *tmp; |
|
|
253 | |
|
|
254 | range = abs (disease->magic); |
|
|
255 | |
|
|
256 | if (disease->env) |
|
|
257 | { |
|
|
258 | x = disease->env->x; |
|
|
259 | y = disease->env->y; |
|
|
260 | map = disease->env->map; |
|
|
261 | } |
|
|
262 | else |
|
|
263 | { |
|
|
264 | x = disease->x; |
|
|
265 | y = disease->y; |
|
|
266 | map = disease->map; |
|
|
267 | } |
|
|
268 | |
|
|
269 | if (!map) |
|
|
270 | return 0; |
|
|
271 | |
|
|
272 | for (int i = x - range; i <= x + range; i++) |
|
|
273 | for (int j = y - range; j <= y + range; j++) |
|
|
274 | { |
|
|
275 | sint16 i2, j2; |
|
|
276 | mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
|
|
277 | |
|
|
278 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
|
|
279 | for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) |
|
|
280 | infect_object (tmp, disease, 0); |
|
|
281 | } |
|
|
282 | |
|
|
283 | return 1; |
|
|
284 | } |
|
|
285 | |
|
|
286 | |
426 | |
287 | /* check to see if an object is infectable: |
427 | /* check to see if an object is infectable: |
288 | * objects with immunity aren't infectable. |
428 | * objects with immunity aren't infectable. |
289 | * objects already infected aren't infectable. |
429 | * objects already infected aren't infectable. |
290 | * dead objects aren't infectable. |
430 | * dead objects aren't infectable. |
… | |
… | |
295 | { |
435 | { |
296 | object *tmp; |
436 | object *tmp; |
297 | object *new_disease; |
437 | object *new_disease; |
298 | |
438 | |
299 | /* don't infect inanimate objects */ |
439 | /* don't infect inanimate objects */ |
300 | if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) |
440 | if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER)) |
301 | return 0; |
441 | return 0; |
302 | |
442 | |
303 | /* check and see if victim can catch disease: diseases |
443 | /* check and see if victim can catch disease: diseases |
304 | * are specific |
444 | * are specific |
305 | */ |
445 | */ |
306 | if (!is_susceptible_to_disease (victim, disease)) |
446 | if (!is_susceptible_to_disease (victim, disease)) |
307 | return 0; |
447 | return 0; |
308 | |
448 | |
309 | /* roll the dice on infection before doing the inventory check! */ |
449 | /* roll the dice on infection before doing the inventory check! */ |
310 | 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)) |
311 | return 0; |
451 | return 0; |
312 | |
452 | |
313 | /* do an immunity check */ |
453 | /* do an immunity check */ |
314 | if (victim->head) |
|
|
315 | tmp = victim->head->inv; |
|
|
316 | else |
|
|
317 | tmp = victim->inv; |
|
|
318 | |
454 | |
319 | /* 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 |
320 | * 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 |
321 | * result in a person with multiple afflictions of the same disease |
457 | * result in a person with multiple afflictions of the same disease |
322 | * (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 |
323 | * 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 |
324 | * if you diseased, you can't get diseased more. |
460 | * if you diseased, you can't get diseased more. |
325 | */ |
461 | */ |
326 | |
462 | |
327 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
463 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
328 | { |
464 | if (tmp->name == disease->name && tmp->is_immunity () && tmp->level >= disease->level) |
329 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
|
|
330 | return 0; /* Immune! */ |
465 | return 0; /* Immune! */ |
331 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
466 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
332 | return 0; /* already diseased */ |
467 | return 0; /* already diseased */ |
333 | } |
|
|
334 | |
468 | |
335 | /* 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 | |
336 | new_disease = disease->clone (); |
471 | new_disease = disease->clone (); |
|
|
472 | |
337 | new_disease->stats.food = disease->stats.maxgrace; |
473 | new_disease->stats.food = disease->stats.maxgrace; |
338 | new_disease->value = disease->stats.maxhp; |
474 | new_disease->value = disease->stats.maxhp; |
339 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
475 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
340 | |
476 | |
341 | /* Unfortunately, set_owner does the wrong thing to the skills pointers |
|
|
342 | * resulting in exp going into the owners *current* chosen skill. |
|
|
343 | */ |
|
|
344 | |
|
|
345 | if (disease->owner) |
|
|
346 | { |
|
|
347 | new_disease->set_owner (disease->owner); |
|
|
348 | |
|
|
349 | /* Only need to update skill if different */ |
|
|
350 | if (new_disease->skill != disease->skill) |
|
|
351 | new_disease->skill = disease->skill; |
|
|
352 | } |
|
|
353 | else |
|
|
354 | { /* for diseases which are passed by hitting, set owner and praying skill */ |
|
|
355 | if (disease->env && disease->env->type == PLAYER) |
|
|
356 | { |
|
|
357 | object *player = disease->env; |
|
|
358 | |
|
|
359 | new_disease->set_owner (player); |
|
|
360 | |
|
|
361 | /* the skill pointer for these diseases should already be set up - |
|
|
362 | * hardcoding in 'praying' is not the right approach. |
|
|
363 | */ |
|
|
364 | } |
|
|
365 | } |
|
|
366 | |
|
|
367 | insert_ob_in_ob (new_disease, victim); |
|
|
368 | /* This appears to be a horrible case of overloading 'NO_PASS' |
477 | /* This appears to be a horrible case of overloading 'NO_PASS' |
369 | * for meaning in the diseases. |
478 | * for meaning in the diseases. |
370 | */ |
479 | */ |
371 | 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 | |
372 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
494 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
373 | { |
495 | { |
374 | char buf[128]; |
496 | const char *buf; |
375 | |
497 | |
376 | /* 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 |
377 | * This messages is printed in the form MESSAGE victim |
499 | * This messages is printed in the form MESSAGE victim |
378 | */ |
500 | */ |
379 | if (new_disease->title) |
501 | if (new_disease->title) |
380 | sprintf (buf, "%s %s!!", &disease->title, &victim->name); |
502 | buf = format ("%s %s!!", &disease->title, &victim->name); |
381 | else |
503 | else |
382 | 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); |
383 | |
505 | |
384 | if (victim->type == PLAYER) |
506 | if (victim->type == PLAYER) |
385 | 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); |
386 | else |
508 | else |
387 | new_draw_info (0, 4, new_disease->owner, buf); |
509 | new_draw_info (0, 4, new_disease->owner, buf); |
388 | } |
510 | } |
|
|
511 | |
389 | if (victim->type == PLAYER) |
512 | if (victim->type == PLAYER) |
390 | 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."); |
391 | |
514 | |
392 | return 1; |
515 | return 1; |
393 | |
|
|
394 | } |
516 | } |
395 | |
|
|
396 | |
|
|
397 | |
|
|
398 | /* this function monitors the symptoms caused by the disease (if any), |
|
|
399 | causes symptoms, and modifies existing symptoms in the case of |
|
|
400 | existing diseases. */ |
|
|
401 | |
|
|
402 | int |
|
|
403 | do_symptoms (object *disease) |
|
|
404 | { |
|
|
405 | object *symptom; |
|
|
406 | object *victim; |
|
|
407 | object *tmp; |
|
|
408 | |
|
|
409 | victim = disease->env; |
|
|
410 | |
|
|
411 | /* This is a quick hack - for whatever reason, disease->env will point |
|
|
412 | * back to disease, causing endless loops. Why this happens really needs |
|
|
413 | * to be found, but this should at least prevent the infinite loops. |
|
|
414 | */ |
|
|
415 | |
|
|
416 | if (victim == NULL || victim == disease) |
|
|
417 | return 0; /* no-one to inflict symptoms on */ |
|
|
418 | |
|
|
419 | symptom = find_symptom (disease); |
|
|
420 | if (symptom == NULL) |
|
|
421 | { |
|
|
422 | /* no symptom? need to generate one! */ |
|
|
423 | object *new_symptom; |
|
|
424 | |
|
|
425 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
|
|
426 | if (!is_susceptible_to_disease (victim, disease)) |
|
|
427 | return 0; |
|
|
428 | |
|
|
429 | /* check for an actual immunity */ |
|
|
430 | /* do an immunity check */ |
|
|
431 | if (victim->head) |
|
|
432 | tmp = victim->head->inv; |
|
|
433 | else |
|
|
434 | tmp = victim->inv; |
|
|
435 | |
|
|
436 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
|
|
437 | { |
|
|
438 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
|
|
439 | if (tmp->name == disease->name && tmp->level >= disease->level) |
|
|
440 | return 0; /*Immune! */ |
|
|
441 | } |
|
|
442 | |
|
|
443 | new_symptom = get_archetype (ARCH_SYMPTOM); |
|
|
444 | |
|
|
445 | /* Something special done with dam. We want diseases to be more |
|
|
446 | * random in what they'll kill, so we'll make the damage they |
|
|
447 | * do random, note, this has a weird effect with progressive diseases. |
|
|
448 | */ |
|
|
449 | if (disease->stats.dam != 0) |
|
|
450 | { |
|
|
451 | int dam = disease->stats.dam; |
|
|
452 | |
|
|
453 | /* reduce the damage, on average, 50%, and making things random. */ |
|
|
454 | |
|
|
455 | dam = random_roll (1, abs (dam), victim, PREFER_LOW); |
|
|
456 | if (disease->stats.dam < 0) |
|
|
457 | dam = -dam; |
|
|
458 | new_symptom->stats.dam = dam; |
|
|
459 | } |
|
|
460 | |
|
|
461 | |
|
|
462 | new_symptom->stats.maxsp = disease->stats.maxsp; |
|
|
463 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
|
|
464 | |
|
|
465 | new_symptom->name = new_symptom->name_pl = disease->name; |
|
|
466 | |
|
|
467 | new_symptom->level = disease->level; |
|
|
468 | new_symptom->speed = disease->speed; |
|
|
469 | new_symptom->value = 0; |
|
|
470 | |
|
|
471 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
472 | new_symptom->stats.stat (i) = disease->stats.stat (i); |
|
|
473 | |
|
|
474 | new_symptom->stats.sp = disease->stats.sp; |
|
|
475 | new_symptom->stats.food = disease->last_eat; |
|
|
476 | new_symptom->stats.maxsp = disease->stats.maxsp; |
|
|
477 | new_symptom->last_sp = disease->last_sp; |
|
|
478 | new_symptom->stats.exp = 0; |
|
|
479 | new_symptom->stats.hp = disease->stats.hp; |
|
|
480 | new_symptom->msg = disease->msg; |
|
|
481 | new_symptom->attacktype = disease->attacktype; |
|
|
482 | new_symptom->other_arch = disease->other_arch; |
|
|
483 | |
|
|
484 | new_symptom->set_owner (disease->owner); |
|
|
485 | |
|
|
486 | if (new_symptom->skill != disease->skill) |
|
|
487 | new_symptom->skill = disease->skill; |
|
|
488 | |
|
|
489 | new_symptom->move_block = 0; |
|
|
490 | insert_ob_in_ob (new_symptom, victim); |
|
|
491 | return 1; |
|
|
492 | } |
|
|
493 | |
|
|
494 | /* now deal with progressing diseases: we increase the debility |
|
|
495 | * caused by the symptoms. |
|
|
496 | */ |
|
|
497 | if (disease->stats.ac != 0) |
|
|
498 | { |
|
|
499 | symptom->value += disease->stats.ac; |
|
|
500 | |
|
|
501 | float scale = 1.f + symptom->value / 100.f; |
|
|
502 | |
|
|
503 | /* now rescale all the debilities */ |
|
|
504 | for (int i = 0; i < NUM_STATS; ++i) |
|
|
505 | symptom->stats.stat (i) = scale * disease->stats.stat (i); |
|
|
506 | |
|
|
507 | symptom->stats.dam = scale * disease->stats.dam; |
|
|
508 | symptom->stats.sp = scale * disease->stats.sp; |
|
|
509 | symptom->stats.food = scale * disease->last_eat; |
|
|
510 | symptom->stats.maxsp = scale * disease->stats.maxsp; |
|
|
511 | symptom->last_sp = scale * disease->last_sp; |
|
|
512 | symptom->stats.exp = 0; |
|
|
513 | symptom->stats.hp = scale * disease->stats.hp; |
|
|
514 | |
|
|
515 | symptom->msg = disease->msg; |
|
|
516 | symptom->attacktype = disease->attacktype; |
|
|
517 | symptom->other_arch = disease->other_arch; |
|
|
518 | } |
|
|
519 | |
|
|
520 | SET_FLAG (symptom, FLAG_APPLIED); |
|
|
521 | victim->update_stats (); |
|
|
522 | |
|
|
523 | return 1; |
|
|
524 | } |
|
|
525 | |
|
|
526 | /* grants immunity to plagues we've seen before. */ |
|
|
527 | int |
|
|
528 | grant_immunity (object *disease) |
|
|
529 | { |
|
|
530 | object *immunity; |
|
|
531 | object *walk; |
|
|
532 | |
|
|
533 | /* Don't give immunity to this disease if last_heal is set. */ |
|
|
534 | if (disease->last_heal) |
|
|
535 | return 0; |
|
|
536 | /* first, search for an immunity of the same name */ |
|
|
537 | for (walk = disease->env->inv; walk; walk = walk->below) |
|
|
538 | { |
|
|
539 | if (walk->type == 98 && disease->name == walk->name) |
|
|
540 | { |
|
|
541 | walk->level = disease->level; |
|
|
542 | return 1; /* just update the existing immunity. */ |
|
|
543 | } |
|
|
544 | } |
|
|
545 | immunity = get_archetype ("immunity"); |
|
|
546 | immunity->name = disease->name; |
|
|
547 | immunity->level = disease->level; |
|
|
548 | immunity->move_block = 0; |
|
|
549 | insert_ob_in_ob (immunity, disease->env); |
|
|
550 | return 1; |
|
|
551 | |
|
|
552 | } |
|
|
553 | |
|
|
554 | |
517 | |
555 | /* make the symptom do the nasty things it does */ |
518 | /* make the symptom do the nasty things it does */ |
556 | |
|
|
557 | int |
519 | int |
558 | move_symptom (object *symptom) |
520 | move_symptom (object *symptom) |
559 | { |
521 | { |
560 | object *victim = symptom->env; |
522 | object *victim = symptom->env; |
561 | object *new_ob; |
|
|
562 | int sp_reduce; |
|
|
563 | |
523 | |
564 | if (victim == NULL || victim->map == NULL) |
524 | if (!victim || !victim->map) |
565 | { /* outside a monster/player, die immediately */ |
525 | { /* outside a monster/player, die immediately */ |
566 | symptom->destroy (); |
526 | symptom->destroy (); |
567 | return 0; |
527 | return 0; |
568 | } |
528 | } |
569 | |
529 | |
570 | if (symptom->stats.dam > 0) |
|
|
571 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
|
|
572 | else |
|
|
573 | hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); |
|
|
574 | |
|
|
575 | if (symptom->stats.maxsp > 0) |
|
|
576 | sp_reduce = symptom->stats.maxsp; |
|
|
577 | else |
|
|
578 | sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); |
|
|
579 | victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); |
|
|
580 | |
|
|
581 | /* create the symptom "other arch" object and drop it here |
530 | /* create the symptom "other arch" object and drop it here |
582 | * under every part of the monster |
531 | * under every part of the monster |
583 | * The victim may well have died. |
532 | * The victim may well have died. |
584 | */ |
533 | */ |
585 | |
|
|
586 | if (victim->map == NULL) |
534 | if (victim->map) |
587 | return 0; |
535 | { |
|
|
536 | victim->play_sound (symptom->sound); |
|
|
537 | |
588 | if (symptom->other_arch) |
538 | if (symptom->other_arch) |
589 | { |
539 | for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) |
590 | object *tmp; |
|
|
591 | |
|
|
592 | tmp = victim; |
|
|
593 | if (tmp->head != NULL) |
|
|
594 | tmp = tmp->head; |
|
|
595 | for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more) |
|
|
596 | { |
540 | { |
597 | new_ob = arch_to_object (symptom->other_arch); |
541 | object *new_ob = symptom->other_arch->instance (); |
598 | new_ob->x = tmp->x; |
542 | new_ob->x = tmp->x; |
599 | new_ob->y = tmp->y; |
543 | new_ob->y = tmp->y; |
600 | new_ob->map = victim->map; |
544 | new_ob->map = victim->map; |
601 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
545 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
602 | } |
546 | } |
603 | } |
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); |
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|
560 | |
|
|
561 | victim->stats.sp = max (0, victim->stats.sp - sp_reduce); |
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|
562 | |
604 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
563 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
605 | |
564 | |
606 | return 1; |
565 | return 1; |
607 | } |
566 | } |
608 | |
567 | |
… | |
… | |
617 | infect_object (victim, disease, 0); |
576 | infect_object (victim, disease, 0); |
618 | |
577 | |
619 | return 1; |
578 | return 1; |
620 | } |
579 | } |
621 | |
580 | |
622 | // find a disease in someone |
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|
623 | object * |
|
|
624 | find_disease (object *victim) |
|
|
625 | { |
|
|
626 | for (object *disease = victim->inv; disease; disease = disease->below) |
|
|
627 | if (disease->type == DISEASE) |
|
|
628 | return disease; |
|
|
629 | |
|
|
630 | return 0; |
|
|
631 | } |
|
|
632 | |
|
|
633 | /* do the cure disease stuff, from the spell "cure disease" */ |
581 | /* do the cure disease stuff, from the spell "cure disease" */ |
634 | int |
582 | int |
635 | cure_disease (object *sufferer, object *caster) |
583 | cure_disease (object *sufferer, object *caster, object *spell) |
636 | { |
584 | { |
637 | object *disease, *next; |
585 | object *disease, *next; |
638 | int casting_level; |
|
|
639 | int cure = 0; |
586 | int cure = 0; |
640 | |
587 | |
641 | if (caster) |
|
|
642 | casting_level = caster->level; |
|
|
643 | else |
|
|
644 | casting_level = 1000; /* if null caster, CURE all. */ |
588 | int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */ |
645 | |
589 | |
646 | for (disease = sufferer->inv; disease; disease = next) |
590 | for (disease = sufferer->inv; disease; disease = next) |
647 | { |
591 | { |
648 | next = disease->below; |
592 | next = disease->below; |
649 | |
593 | |
… | |
… | |
657 | 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)))) |
658 | { |
602 | { |
659 | remove_symptoms (disease); |
603 | remove_symptoms (disease); |
660 | cure = 1; |
604 | cure = 1; |
661 | |
605 | |
662 | if (caster) |
606 | if (caster && spell) |
663 | 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); |
664 | |
608 | |
665 | disease->destroy (); |
609 | disease->destroy (); |
666 | } |
610 | } |
667 | } |
611 | } |
668 | } |
612 | } |
… | |
… | |
677 | } |
621 | } |
678 | |
622 | |
679 | return 1; |
623 | return 1; |
680 | } |
624 | } |
681 | |
625 | |
|
|
626 | #if 0 // unused, but seems interesting |
682 | /* reduces disease progression: reduce_symptoms |
627 | /* reduces disease progression: reduce_symptoms |
683 | * return true if we actually reduce a disease. |
628 | * return true if we actually reduce a disease. |
684 | */ |
629 | */ |
685 | |
630 | static int |
686 | int |
|
|
687 | reduce_symptoms (object *sufferer, int reduction) |
631 | reduce_symptoms (object *sufferer, int reduction) |
688 | { |
632 | { |
689 | object *walk; |
633 | object *walk; |
690 | int success = 0; |
634 | int success = 0; |
691 | |
635 | |
… | |
… | |
694 | if (walk->type == SYMPTOM) |
638 | if (walk->type == SYMPTOM) |
695 | { |
639 | { |
696 | if (walk->value > 0) |
640 | if (walk->value > 0) |
697 | { |
641 | { |
698 | success = 1; |
642 | success = 1; |
699 | walk->value = MAX (0, walk->value - 2 * reduction); |
643 | walk->value = max (0, walk->value - 2 * reduction); |
700 | /* give the disease time to modify this symptom, |
644 | /* give the disease time to modify this symptom, |
701 | * and reduce its severity. */ |
645 | * and reduce its severity. */ |
702 | walk->speed_left = 0; |
646 | walk->speed_left = 0; |
703 | } |
647 | } |
704 | } |
648 | } |
705 | } |
649 | } |
|
|
650 | |
706 | if (success) |
651 | if (success) |
707 | 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 | |
708 | return success; |
654 | return success; |
709 | } |
655 | } |
|
|
656 | #endif |