1 |
/* |
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* static char *rcsid_disease_c = |
3 |
* "$Id: disease.c,v 1.34 2005/11/16 08:16:08 mwedel Exp $"; |
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*/ |
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/* |
6 |
CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail to crossfire-devel@real-time.com |
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*/ |
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|
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/* This file contains all the code implementing diseases, |
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except for odds and ends in attack.c and in |
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living.c*/ |
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|
32 |
|
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|
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/* |
35 |
|
36 |
For DISEASES: |
37 |
Stat Property Definition |
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|
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attacktype Attack effects Attacktype of the disease. usu. AT_GODPOWER. |
40 |
other_arch Creation object created and dropped when symptom moved. |
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title Message When the "disease" "infects" something, it will |
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print "title victim!!!" to the player who owns |
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the "disease". |
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wc+ Infectiousness How well the plague spreads person-to-person |
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magic+ Range range of infection |
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Stats* Disability What stats are reduced by the disease (str con...) |
47 |
maxhp+ Persistence How long the disease can last OUTSIDE the host. |
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value TimeLeft Counter for persistence |
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dam^ Damage How much damage it does (%?). |
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maxgrace+ Duration How long before the disease is naturally cured. |
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food DurCount Counter for Duration |
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|
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speed Speed How often the disease moves. |
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last_sp^ Lethargy Percentage of max speed--10 = 10% speed. |
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|
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maxsp^ Mana deplete Saps mana. |
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ac^ Progressiveness How the diseases increases in severity. |
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last_eat*^ Deplete food saps food if negative |
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last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
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when it runs out |
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|
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exp experience experience awarded when plague cured |
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hp*^ ReduceRegen reduces regeneration of disease-bearer |
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sp*^ ReduceSpRegen reduces spellpoint regeneration |
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|
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name Name Name of the plague |
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msg message What the plague says when it strikes. |
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race those affected species/race the plague strikes (* = everything) |
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level Plague Level General description of the plague's deadliness |
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armour Attenuation reduction in wc per generation of disease. |
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This builds in a self-limiting factor. |
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|
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|
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Explanations: |
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* means this # should be negative to cause adverse effect. |
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+ means that this effect is modulated in spells by ldur |
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^ means that this effect is modulated in spells by ldam |
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|
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attacktype is the attacktype used by the disease to smite "dam" damage with. |
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|
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wc/127 is the chance of someone in range catching it. |
82 |
|
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magic is the range at which infection may occur. If negative, the range is |
84 |
NOT level dependent. |
85 |
|
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Stats are stat modifications. These should typically be negative. |
87 |
|
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maxhp is how long the disease will persist if the host dies and "drops" it, |
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in "disease moves", i.e., moves of the disease. If negative, permanent. |
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|
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|
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value is the counter for maxhp, it starts at maxhp and drops... |
93 |
|
94 |
dam if positive, it is straight damage. if negative, a %-age. |
95 |
|
96 |
maxgrace how long in "disease moves" the disease lasts in the host, if negative, |
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permanent until cured. |
98 |
|
99 |
food if negative, disease is permanent. otherwise, decreases at <speed>, |
100 |
disease goes away at food=0, set to "maxgrace" on infection. |
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|
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speed is the speed of the disease, how fast "disease moves" occur. |
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|
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last_sp is the lethargy imposed on the player by the disease. A lethargy |
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of "1" reduces the players speed to 1% of its normal value. |
106 |
|
107 |
maxsp how much mana is sapped per "disease move". if negative, a %-age is |
108 |
taken. |
109 |
|
110 |
ac every "disease move" the severity of the symptoms are increased by |
111 |
ac/100. (severity = 1 + (accumlated_progression)/100) |
112 |
|
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last_eat increases food usage if negative. |
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|
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|
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|
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For SYMPTOMS: |
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|
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Stats modify stats |
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hp modify regen |
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value progression counter (multiplier = value/100) |
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food modify food use (from last_eat in DISEASE) |
123 |
maxsp suck mana ( as noted for DISEASE) |
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last_sp Lethargy |
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msg What to say |
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speed speed of movement, from DISEASE |
127 |
|
128 |
|
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*/ |
130 |
|
131 |
|
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#include <global.h> |
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#include <object.h> |
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#include <living.h> |
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#ifndef __CEXTRACT__ |
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#include <sproto.h> |
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#endif |
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#include <spells.h> |
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#include <sounds.h> |
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#include <skills.h> |
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|
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/* IMPLEMENTATION NOTES |
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|
144 |
Diseases may be contageous. They are objects which exist in a player's |
145 |
inventory. They themselves do nothing, except modify Symptoms, or |
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spread to other live objects. Symptoms are what actually damage the player: |
147 |
these are their own object. */ |
148 |
|
149 |
/* check if victim is susceptible to disease. */ |
150 |
static int is_susceptible_to_disease(object *victim, object *disease) |
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{ |
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if(!QUERY_FLAG(victim,FLAG_ALIVE)) return 0; |
153 |
|
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if(strstr(disease->race, "*") && !QUERY_FLAG(victim, FLAG_UNDEAD)) |
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return 1; |
156 |
|
157 |
if((disease->race == undead_name) && QUERY_FLAG(victim, FLAG_UNDEAD)) |
158 |
return 1; |
159 |
|
160 |
if((victim->race && strstr(disease->race, victim->race)) || |
161 |
strstr(disease->race, victim->name)) |
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return 1; |
163 |
|
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return 0; |
165 |
} |
166 |
|
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int move_disease(object *disease) { |
168 |
/* first task is to determine if the disease is inside or outside of someone. |
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* If outside, we decrement 'value' until we're gone. |
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*/ |
171 |
|
172 |
if(disease->env==NULL) { /* we're outside of someone */ |
173 |
if ( disease->stats.maxhp > 0 ) disease->value--; |
174 |
if(disease->value==0) { |
175 |
remove_ob(disease); |
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free_object(disease); |
177 |
return 1; |
178 |
} |
179 |
} else { |
180 |
/* if we're inside a person, have the disease run its course */ |
181 |
/* negative foods denote "perpetual" diseases. */ |
182 |
if(disease->stats.food>0) { |
183 |
disease->stats.food--; |
184 |
if (disease->stats.food==0) { |
185 |
remove_symptoms(disease); /* remove the symptoms of this disease */ |
186 |
grant_immunity(disease); |
187 |
remove_ob(disease); |
188 |
free_object(disease); |
189 |
return 1; |
190 |
} |
191 |
} |
192 |
} |
193 |
/* check to see if we infect others */ |
194 |
check_infection(disease); |
195 |
|
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/* impose or modify the symptoms of the disease */ |
197 |
if(disease->env && is_susceptible_to_disease(disease->env, disease)) |
198 |
do_symptoms(disease); |
199 |
|
200 |
return 0; |
201 |
} |
202 |
|
203 |
/* remove any symptoms of disease |
204 |
* Modified by MSW 2003-03-28 do try to find all the symptom the |
205 |
* player may have - I think through some odd interactoins with |
206 |
* disease level and player level and whatnot, a player could get |
207 |
* more than one symtpom to a disease. |
208 |
*/ |
209 |
|
210 |
int remove_symptoms(object *disease) { |
211 |
object *symptom, *victim=NULL; |
212 |
|
213 |
while ((symptom = find_symptom(disease)) != NULL) { |
214 |
if (!victim) victim=symptom->env; |
215 |
remove_ob(symptom); |
216 |
free_object(symptom); |
217 |
} |
218 |
if(victim) fix_player(victim); |
219 |
return 0; |
220 |
} |
221 |
|
222 |
/* argument is a disease */ |
223 |
object * find_symptom(object *disease) { |
224 |
object *walk; |
225 |
|
226 |
/* check the inventory for symptoms */ |
227 |
for(walk=disease->env->inv;walk;walk = walk->below) |
228 |
if(!strcmp(walk->name,disease->name)&&walk->type==SYMPTOM) return walk; |
229 |
return NULL; |
230 |
} |
231 |
|
232 |
/* searches around for more victims to infect */ |
233 |
int check_infection(object *disease) { |
234 |
int x,y,range, mflags; |
235 |
mapstruct *map, *map2; |
236 |
object *tmp; |
237 |
sint16 i, j, i2, j2; |
238 |
|
239 |
range = abs(disease->magic); |
240 |
if(disease->env) { |
241 |
x = disease->env->x; |
242 |
y = disease->env->y; |
243 |
map=disease->env->map; |
244 |
} |
245 |
else { |
246 |
x = disease->x; |
247 |
y = disease->y; |
248 |
map = disease->map; |
249 |
} |
250 |
|
251 |
if(map == NULL) return 0; |
252 |
for(i=x-range;i<=x+range;i++) { |
253 |
for(j=y-range;j<=y+range;j++) { |
254 |
mflags = get_map_flags(map,&map2, i,j, &i2, &j2); |
255 |
if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) { |
256 |
for(tmp=get_map_ob(map2,i2,j2);tmp;tmp=tmp->above) { |
257 |
infect_object(tmp,disease,0); |
258 |
} |
259 |
} |
260 |
} |
261 |
} |
262 |
return 1; |
263 |
} |
264 |
|
265 |
|
266 |
/* check to see if an object is infectable: |
267 |
* objects with immunity aren't infectable. |
268 |
* objects already infected aren't infectable. |
269 |
* dead objects aren't infectable. |
270 |
* undead objects are infectible only if specifically named. |
271 |
*/ |
272 |
int infect_object(object *victim, object *disease, int force) { |
273 |
object *tmp; |
274 |
object *new_disease; |
275 |
|
276 |
/* don't infect inanimate objects */ |
277 |
if(!QUERY_FLAG(victim,FLAG_MONSTER) && !(victim->type==PLAYER)) return 0; |
278 |
|
279 |
/* check and see if victim can catch disease: diseases |
280 |
* are specific |
281 |
*/ |
282 |
if(!is_susceptible_to_disease(victim, disease)) return 0; |
283 |
|
284 |
/* roll the dice on infection before doing the inventory check! */ |
285 |
if(!force && (random_roll(0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
286 |
return 0; |
287 |
|
288 |
/* do an immunity check */ |
289 |
if(victim->head) tmp = victim->head->inv; |
290 |
else tmp = victim->inv; |
291 |
|
292 |
/* There used to (IMO) be a flaw in the below - it used to be the case |
293 |
* that if level check was done for both immunity and disease. This could |
294 |
* result in a person with multiple afflictions of the same disease |
295 |
* (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
296 |
* they were cast in that same order. Instead, change it so that |
297 |
* if you diseased, you can't get diseased more. |
298 |
*/ |
299 |
|
300 |
for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { |
301 |
if(tmp->type == SIGN && !strcmp(tmp->name,disease->name) && tmp->level >= disease->level) |
302 |
return 0; /*Immune! */ |
303 |
else if (tmp->type==DISEASE && !strcmp(tmp->name,disease->name)) |
304 |
return 0; /* already diseased */ |
305 |
} |
306 |
|
307 |
/* If we've gotten this far, go ahead and infect the victim. */ |
308 |
new_disease = get_object(); |
309 |
copy_object(disease,new_disease); |
310 |
new_disease->stats.food=disease->stats.maxgrace; |
311 |
new_disease->value=disease->stats.maxhp; |
312 |
new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
313 |
|
314 |
/* Unfortunately, set_owner does the wrong thing to the skills pointers |
315 |
* resulting in exp going into the owners *current* chosen skill. |
316 |
*/ |
317 |
|
318 |
if(get_owner(disease)) { |
319 |
set_owner(new_disease,disease->owner); |
320 |
|
321 |
/* Only need to update skill if different */ |
322 |
if (new_disease->skill != disease->skill) { |
323 |
if (new_disease->skill) free_string(new_disease->skill); |
324 |
if (disease->skill) new_disease->skill = add_refcount(disease->skill); |
325 |
} |
326 |
} |
327 |
else { /* for diseases which are passed by hitting, set owner and praying skill*/ |
328 |
if(disease->env && disease->env->type==PLAYER) { |
329 |
object *player = disease->env; |
330 |
|
331 |
set_owner(new_disease,player); |
332 |
/* the skill pointer for these diseases should already be set up - |
333 |
* hardcoding in 'praying' is not the right approach. |
334 |
*/ |
335 |
} |
336 |
} |
337 |
|
338 |
insert_ob_in_ob(new_disease,victim); |
339 |
/* This appears to be a horrible case of overloading 'NO_PASS' |
340 |
* for meaning in the diseases. |
341 |
*/ |
342 |
new_disease->move_block = 0; |
343 |
if(new_disease->owner && new_disease->owner->type==PLAYER) { |
344 |
char buf[128]; |
345 |
/* if the disease has a title, it has a special infection message |
346 |
* This messages is printed in the form MESSAGE victim |
347 |
*/ |
348 |
if(new_disease->title) |
349 |
sprintf(buf,"%s %s!!",disease->title,victim->name); |
350 |
else |
351 |
sprintf(buf,"You infect %s with your disease, %s!",victim->name,new_disease->name); |
352 |
|
353 |
if(victim->type == PLAYER) |
354 |
new_draw_info(NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
355 |
else |
356 |
new_draw_info(0, 4, new_disease->owner, buf); |
357 |
} |
358 |
if(victim->type==PLAYER) |
359 |
new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,"You suddenly feel ill."); |
360 |
|
361 |
return 1; |
362 |
|
363 |
} |
364 |
|
365 |
|
366 |
|
367 |
/* this function monitors the symptoms caused by the disease (if any), |
368 |
causes symptoms, and modifies existing symptoms in the case of |
369 |
existing diseases. */ |
370 |
|
371 |
int do_symptoms(object *disease) { |
372 |
object *symptom; |
373 |
object *victim; |
374 |
object *tmp; |
375 |
victim = disease->env; |
376 |
|
377 |
/* This is a quick hack - for whatever reason, disease->env will point |
378 |
* back to disease, causing endless loops. Why this happens really needs |
379 |
* to be found, but this should at least prevent the infinite loops. |
380 |
*/ |
381 |
|
382 |
if(victim == NULL || victim==disease) |
383 |
return 0;/* no-one to inflict symptoms on */ |
384 |
|
385 |
symptom = find_symptom(disease); |
386 |
if(symptom==NULL) { |
387 |
/* no symptom? need to generate one! */ |
388 |
object *new_symptom; |
389 |
|
390 |
/* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
391 |
if(!is_susceptible_to_disease(victim, disease)) return 0; |
392 |
|
393 |
/* check for an actual immunity */ |
394 |
/* do an immunity check */ |
395 |
if(victim->head) tmp = victim->head->inv; |
396 |
else tmp = victim->inv; |
397 |
|
398 |
for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { |
399 |
if(tmp->type == SIGN) /* possibly an immunity, or diseased*/ |
400 |
if(!strcmp(tmp->name,disease->name) && tmp->level >= disease->level) |
401 |
return 0; /*Immune! */ |
402 |
} |
403 |
|
404 |
new_symptom = get_archetype(ARCH_SYMPTOM); |
405 |
|
406 |
/* Something special done with dam. We want diseases to be more |
407 |
* random in what they'll kill, so we'll make the damage they |
408 |
* do random, note, this has a weird effect with progressive diseases. |
409 |
*/ |
410 |
if(disease->stats.dam != 0) { |
411 |
int dam = disease->stats.dam; |
412 |
|
413 |
/* reduce the damage, on average, 50%, and making things random. */ |
414 |
|
415 |
dam = random_roll(1, FABS(dam), victim, PREFER_LOW); |
416 |
if(disease->stats.dam < 0) dam = -dam; |
417 |
new_symptom->stats.dam = dam; |
418 |
} |
419 |
|
420 |
|
421 |
new_symptom->stats.maxsp = disease->stats.maxsp; |
422 |
new_symptom->stats.food = new_symptom->stats.maxgrace; |
423 |
|
424 |
FREE_AND_COPY(new_symptom->name, disease->name); |
425 |
FREE_AND_COPY(new_symptom->name_pl, disease->name); |
426 |
new_symptom->level = disease->level; |
427 |
new_symptom->speed = disease->speed; |
428 |
new_symptom->value = 0; |
429 |
new_symptom->stats.Str =disease->stats.Str; |
430 |
new_symptom->stats.Dex = disease->stats.Dex; |
431 |
new_symptom->stats.Con = disease->stats.Con; |
432 |
new_symptom->stats.Wis = disease->stats.Wis; |
433 |
new_symptom->stats.Int = disease->stats.Int; |
434 |
new_symptom->stats.Pow = disease->stats.Pow; |
435 |
new_symptom->stats.Cha = disease->stats.Cha; |
436 |
new_symptom->stats.sp = disease->stats.sp; |
437 |
new_symptom->stats.food =disease->last_eat; |
438 |
new_symptom->stats.maxsp = disease->stats.maxsp; |
439 |
new_symptom->last_sp = disease->last_sp; |
440 |
new_symptom->stats.exp = 0; |
441 |
new_symptom->stats.hp = disease->stats.hp; |
442 |
new_symptom->msg = add_string(disease->msg); |
443 |
new_symptom->attacktype = disease->attacktype; |
444 |
new_symptom->other_arch = disease->other_arch; |
445 |
|
446 |
set_owner(new_symptom,disease->owner); |
447 |
if (new_symptom->skill != disease->skill) { |
448 |
if (new_symptom->skill) free_string(new_symptom->skill); |
449 |
if (disease->skill) new_symptom->skill = add_refcount(disease->skill); |
450 |
} |
451 |
new_symptom->move_block=0; |
452 |
insert_ob_in_ob(new_symptom,victim); |
453 |
return 1; |
454 |
} |
455 |
|
456 |
/* now deal with progressing diseases: we increase the debility |
457 |
* caused by the symptoms. |
458 |
*/ |
459 |
|
460 |
if(disease->stats.ac!=0) { |
461 |
float scale; |
462 |
|
463 |
symptom->value += disease->stats.ac; |
464 |
scale = 1.0 + symptom->value/100.0; |
465 |
/* now rescale all the debilities */ |
466 |
symptom->stats.Str = (int) (scale*disease->stats.Str); |
467 |
symptom->stats.Dex = (int) (scale*disease->stats.Dex); |
468 |
symptom->stats.Con = (int) (scale*disease->stats.Con); |
469 |
symptom->stats.Wis = (int) (scale*disease->stats.Wis); |
470 |
symptom->stats.Int = (int) (scale*disease->stats.Int); |
471 |
symptom->stats.Pow = (int) (scale*disease->stats.Pow); |
472 |
symptom->stats.Cha = (int) (scale*disease->stats.Cha); |
473 |
symptom->stats.dam = (int) (scale*disease->stats.dam); |
474 |
symptom->stats.sp = (int) (scale*disease->stats.sp); |
475 |
symptom->stats.food = (int) (scale*disease->last_eat); |
476 |
symptom->stats.maxsp = (int) (scale*disease->stats.maxsp); |
477 |
symptom->last_sp = (int) (scale*disease->last_sp); |
478 |
symptom->stats.exp = 0; |
479 |
symptom->stats.hp = (int) (scale*disease->stats.hp); |
480 |
symptom->msg = add_string(disease->msg); |
481 |
symptom->attacktype = disease->attacktype; |
482 |
symptom->other_arch = disease->other_arch; |
483 |
} |
484 |
SET_FLAG(symptom,FLAG_APPLIED); |
485 |
fix_player(victim); |
486 |
return 1; |
487 |
} |
488 |
|
489 |
|
490 |
/* grants immunity to plagues we've seen before. */ |
491 |
int grant_immunity(object *disease) { |
492 |
object * immunity; |
493 |
object *walk; |
494 |
/* Don't give immunity to this disease if last_heal is set. */ |
495 |
if(disease->last_heal) return 0; |
496 |
/* first, search for an immunity of the same name */ |
497 |
for(walk=disease->env->inv;walk;walk=walk->below) { |
498 |
if(walk->type==98 && !strcmp(disease->name,walk->name)) { |
499 |
walk->level = disease->level; |
500 |
return 1; /* just update the existing immunity. */ |
501 |
} |
502 |
} |
503 |
immunity = get_archetype("immunity"); |
504 |
immunity->name = add_string(disease->name); |
505 |
immunity->level = disease->level; |
506 |
immunity->move_block = 0; |
507 |
insert_ob_in_ob(immunity,disease->env); |
508 |
return 1; |
509 |
|
510 |
} |
511 |
|
512 |
|
513 |
/* make the symptom do the nasty things it does */ |
514 |
|
515 |
int move_symptom(object *symptom) { |
516 |
object *victim = symptom->env; |
517 |
object *new_ob; |
518 |
int sp_reduce; |
519 |
|
520 |
if(victim == NULL || victim->map==NULL) { /* outside a monster/player, die immediately */ |
521 |
remove_ob(symptom); |
522 |
free_object(symptom); |
523 |
return 0; |
524 |
} |
525 |
|
526 |
if(symptom->stats.dam > 0) hit_player(victim,symptom->stats.dam,symptom,symptom->attacktype,1); |
527 |
else hit_player(victim,MAX(1,-victim->stats.maxhp * symptom->stats.dam / 100.0),symptom,symptom->attacktype,1); |
528 |
|
529 |
if(symptom->stats.maxsp>0) sp_reduce = symptom->stats.maxsp; |
530 |
else sp_reduce = MAX(1,victim->stats.maxsp * symptom->stats.maxsp/100.0); |
531 |
victim->stats.sp = MAX(0,victim->stats.sp - sp_reduce); |
532 |
|
533 |
/* create the symptom "other arch" object and drop it here |
534 |
* under every part of the monster |
535 |
* The victim may well have died. |
536 |
*/ |
537 |
|
538 |
if(victim->map==NULL) return 0; |
539 |
if(symptom->other_arch) { |
540 |
object *tmp; |
541 |
tmp=victim; |
542 |
if(tmp->head!=NULL) tmp=tmp->head; |
543 |
for(/*tmp initialized above */;tmp!=NULL;tmp=tmp->more) { |
544 |
new_ob = arch_to_object(symptom->other_arch); |
545 |
new_ob->x = tmp->x; |
546 |
new_ob->y = tmp->y; |
547 |
new_ob->map = victim->map; |
548 |
insert_ob_in_map(new_ob,victim->map,victim,0); |
549 |
} |
550 |
} |
551 |
new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,symptom->msg); |
552 |
|
553 |
return 1; |
554 |
} |
555 |
|
556 |
|
557 |
/* possibly infect due to direct physical contact |
558 |
i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
559 |
|
560 |
int check_physically_infect(object *victim, object *hitter) { |
561 |
object *walk; |
562 |
/* search for diseases, give every disease a chance to infect */ |
563 |
for(walk=hitter->inv;walk!=NULL;walk=walk->below) |
564 |
if(walk->type==DISEASE) infect_object(victim,walk,0); |
565 |
return 1; |
566 |
} |
567 |
|
568 |
/* find a disease in someone*/ |
569 |
object *find_disease(object *victim) { |
570 |
object *walk; |
571 |
for(walk=victim->inv;walk;walk=walk->below) |
572 |
if(walk->type==DISEASE) return walk; |
573 |
return NULL; |
574 |
} |
575 |
|
576 |
/* do the cure disease stuff, from the spell "cure disease" */ |
577 |
|
578 |
int cure_disease(object *sufferer,object *caster) { |
579 |
object *disease, *next; |
580 |
int casting_level; |
581 |
int cure=0; |
582 |
|
583 |
if(caster) casting_level = caster->level; |
584 |
else casting_level = 1000; /* if null caster, CURE all. */ |
585 |
|
586 |
for(disease=sufferer->inv;disease;disease=next) { |
587 |
next=disease->below; |
588 |
|
589 |
if(disease->type==DISEASE) { /* attempt to cure this disease */ |
590 |
/* If caster lvel is higher than disease level, cure chance |
591 |
* is automatic. If lower, then the chance is basically |
592 |
* 1 in level_diff - if there is a 5 level difference, chance |
593 |
* is 1 in 5. |
594 |
*/ |
595 |
if ((casting_level >= disease->level) || |
596 |
( ! (random_roll(0, (disease->level - casting_level - 1), |
597 |
caster, PREFER_LOW) ))) { |
598 |
|
599 |
remove_symptoms(disease); |
600 |
remove_ob(disease); |
601 |
cure=1; |
602 |
if(caster) change_exp(caster,disease->stats.exp, |
603 |
caster->chosen_skill?caster->chosen_skill->skill:NULL, 0); |
604 |
free_object(disease); |
605 |
} |
606 |
} |
607 |
} |
608 |
if (cure) { |
609 |
/* Only draw these messages once */ |
610 |
if (caster) |
611 |
new_draw_info_format(NDI_UNIQUE,0,caster,"You cure a disease!"); |
612 |
new_draw_info(NDI_UNIQUE,0,sufferer,"You no longer feel diseased."); |
613 |
} |
614 |
return 1; |
615 |
} |
616 |
|
617 |
/* reduces disease progression: reduce_symptoms |
618 |
* return true if we actually reduce a disease. |
619 |
*/ |
620 |
|
621 |
int reduce_symptoms(object *sufferer, int reduction) { |
622 |
object *walk; |
623 |
int success=0; |
624 |
|
625 |
for(walk=sufferer->inv;walk;walk=walk->below) { |
626 |
if(walk->type==SYMPTOM) { |
627 |
if(walk->value > 0) { |
628 |
success=1; |
629 |
walk->value = MAX(0,walk->value - 2*reduction); |
630 |
/* give the disease time to modify this symptom, |
631 |
* and reduce its severity. */ |
632 |
walk->speed_left = 0; |
633 |
} |
634 |
} |
635 |
} |
636 |
if (success) |
637 |
new_draw_info(NDI_UNIQUE,0,sufferer,"Your illness seems less severe."); |
638 |
return success; |
639 |
} |
640 |
|