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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.2 by root, Tue Aug 29 08:01:37 2006 UTC

1/* 1/*
2 * static char *rcsid_disease_c = 2 * static char *rcsid_disease_c =
3 * "$Id: disease.C,v 1.1 2006/08/13 17:16:04 elmex Exp $"; 3 * "$Id: disease.C,v 1.2 2006/08/29 08:01:37 root Exp $";
4 */ 4 */
5/* 5/*
6 CrossFire, A Multiplayer game for X-windows 6 CrossFire, A Multiplayer game for X-windows
7 7
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26*/ 26*/
27 27
28/* This file contains all the code implementing diseases, 28/* This file contains all the code implementing diseases,
29 except for odds and ends in attack.c and in 29 except for odds and ends in attack.c and in
30 living.c*/ 30 living.c*/
31 31
32 32
33 33
34/* 34/*
35 35
38 38
39attacktype Attack effects Attacktype of the disease. usu. AT_GODPOWER. 39attacktype Attack effects Attacktype of the disease. usu. AT_GODPOWER.
40other_arch Creation object created and dropped when symptom moved. 40other_arch Creation object created and dropped when symptom moved.
41title Message When the "disease" "infects" something, it will 41title Message When the "disease" "infects" something, it will
42 print "title victim!!!" to the player who owns 42 print "title victim!!!" to the player who owns
43 the "disease". 43 the "disease".
44wc+ Infectiousness How well the plague spreads person-to-person 44wc+ Infectiousness How well the plague spreads person-to-person
45magic+ Range range of infection 45magic+ Range range of infection
46Stats* Disability What stats are reduced by the disease (str con...) 46Stats* Disability What stats are reduced by the disease (str con...)
47maxhp+ Persistence How long the disease can last OUTSIDE the host. 47maxhp+ Persistence How long the disease can last OUTSIDE the host.
48value TimeLeft Counter for persistence 48value TimeLeft Counter for persistence
138#include <spells.h> 138#include <spells.h>
139#include <sounds.h> 139#include <sounds.h>
140#include <skills.h> 140#include <skills.h>
141 141
142/* IMPLEMENTATION NOTES 142/* IMPLEMENTATION NOTES
143 143
144 Diseases may be contageous. They are objects which exist in a player's 144 Diseases may be contageous. They are objects which exist in a player's
145inventory. They themselves do nothing, except modify Symptoms, or 145inventory. They themselves do nothing, except modify Symptoms, or
146spread to other live objects. Symptoms are what actually damage the player: 146spread to other live objects. Symptoms are what actually damage the player:
147these are their own object. */ 147these are their own object. */
148 148
149/* check if victim is susceptible to disease. */ 149/* check if victim is susceptible to disease. */
150static int is_susceptible_to_disease(object *victim, object *disease) 150static int is_susceptible_to_disease(object *victim, object *disease)
151{ 151{
152 if(!QUERY_FLAG(victim,FLAG_ALIVE)) return 0; 152 if(!QUERY_FLAG(victim,FLAG_ALIVE)) return 0;
153 153
154 if(strstr(disease->race, "*") && !QUERY_FLAG(victim, FLAG_UNDEAD)) 154 if(strstr(disease->race, "*") && !QUERY_FLAG(victim, FLAG_UNDEAD))
155 return 1; 155 return 1;
156 156
157 if((disease->race == undead_name) && QUERY_FLAG(victim, FLAG_UNDEAD)) 157 if((disease->race == undead_name) && QUERY_FLAG(victim, FLAG_UNDEAD))
158 return 1; 158 return 1;
159 159
160 if((victim->race && strstr(disease->race, victim->race)) || 160 if((victim->race && strstr(disease->race, victim->race)) ||
161 strstr(disease->race, victim->name)) 161 strstr(disease->race, victim->name))
162 return 1; 162 return 1;
163 163
164 return 0; 164 return 0;
165} 165}
166 166
167int move_disease(object *disease) { 167int move_disease(object *disease) {
168 /* first task is to determine if the disease is inside or outside of someone. 168 /* first task is to determine if the disease is inside or outside of someone.
169 * If outside, we decrement 'value' until we're gone. 169 * If outside, we decrement 'value' until we're gone.
170 */ 170 */
171 171
172 if(disease->env==NULL) { /* we're outside of someone */ 172 if(disease->env==NULL) { /* we're outside of someone */
173 if ( disease->stats.maxhp > 0 ) disease->value--; 173 if ( disease->stats.maxhp > 0 ) disease->value--;
174 if(disease->value==0) { 174 if(disease->value==0) {
175 remove_ob(disease); 175 remove_ob(disease);
176 free_object(disease); 176 free_object(disease);
177 return 1; 177 return 1;
178 } 178 }
179 } else { 179 } else {
180 /* if we're inside a person, have the disease run its course */ 180 /* if we're inside a person, have the disease run its course */
181 /* negative foods denote "perpetual" diseases. */ 181 /* negative foods denote "perpetual" diseases. */
182 if(disease->stats.food>0) { 182 if(disease->stats.food>0) {
183 disease->stats.food--; 183 disease->stats.food--;
184 if (disease->stats.food==0) { 184 if (disease->stats.food==0) {
185 remove_symptoms(disease); /* remove the symptoms of this disease */ 185 remove_symptoms(disease); /* remove the symptoms of this disease */
186 grant_immunity(disease); 186 grant_immunity(disease);
187 remove_ob(disease); 187 remove_ob(disease);
188 free_object(disease); 188 free_object(disease);
189 return 1; 189 return 1;
190 } 190 }
191 } 191 }
192 } 192 }
193 /* check to see if we infect others */ 193 /* check to see if we infect others */
194 check_infection(disease); 194 check_infection(disease);
195 195
196 /* impose or modify the symptoms of the disease */ 196 /* impose or modify the symptoms of the disease */
197 if(disease->env && is_susceptible_to_disease(disease->env, disease)) 197 if(disease->env && is_susceptible_to_disease(disease->env, disease))
198 do_symptoms(disease); 198 do_symptoms(disease);
199 199
200 return 0; 200 return 0;
201} 201}
202 202
203/* remove any symptoms of disease 203/* remove any symptoms of disease
209 209
210int remove_symptoms(object *disease) { 210int remove_symptoms(object *disease) {
211 object *symptom, *victim=NULL; 211 object *symptom, *victim=NULL;
212 212
213 while ((symptom = find_symptom(disease)) != NULL) { 213 while ((symptom = find_symptom(disease)) != NULL) {
214 if (!victim) victim=symptom->env; 214 if (!victim) victim=symptom->env;
215 remove_ob(symptom); 215 remove_ob(symptom);
216 free_object(symptom); 216 free_object(symptom);
217 } 217 }
218 if(victim) fix_player(victim); 218 if(victim) fix_player(victim);
219 return 0; 219 return 0;
220} 220}
221 221
223object * find_symptom(object *disease) { 223object * find_symptom(object *disease) {
224 object *walk; 224 object *walk;
225 225
226 /* check the inventory for symptoms */ 226 /* check the inventory for symptoms */
227 for(walk=disease->env->inv;walk;walk = walk->below) 227 for(walk=disease->env->inv;walk;walk = walk->below)
228 if(!strcmp(walk->name,disease->name)&&walk->type==SYMPTOM) return walk; 228 if(!strcmp(walk->name,disease->name)&&walk->type==SYMPTOM) return walk;
229 return NULL; 229 return NULL;
230} 230}
231 231
232/* searches around for more victims to infect */ 232/* searches around for more victims to infect */
233int check_infection(object *disease) { 233int check_infection(object *disease) {
236 object *tmp; 236 object *tmp;
237 sint16 i, j, i2, j2; 237 sint16 i, j, i2, j2;
238 238
239 range = abs(disease->magic); 239 range = abs(disease->magic);
240 if(disease->env) { 240 if(disease->env) {
241 x = disease->env->x; 241 x = disease->env->x;
242 y = disease->env->y; 242 y = disease->env->y;
243 map=disease->env->map; 243 map=disease->env->map;
244 } 244 }
245 else { 245 else {
246 x = disease->x; 246 x = disease->x;
247 y = disease->y; 247 y = disease->y;
248 map = disease->map; 248 map = disease->map;
249 } 249 }
250 250
251 if(map == NULL) return 0; 251 if(map == NULL) return 0;
252 for(i=x-range;i<=x+range;i++) { 252 for(i=x-range;i<=x+range;i++) {
253 for(j=y-range;j<=y+range;j++) { 253 for(j=y-range;j<=y+range;j++) {
254 mflags = get_map_flags(map,&map2, i,j, &i2, &j2); 254 mflags = get_map_flags(map,&map2, i,j, &i2, &j2);
255 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) { 255 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) {
256 for(tmp=get_map_ob(map2,i2,j2);tmp;tmp=tmp->above) { 256 for(tmp=get_map_ob(map2,i2,j2);tmp;tmp=tmp->above) {
257 infect_object(tmp,disease,0); 257 infect_object(tmp,disease,0);
258 } 258 }
259 } 259 }
260 } 260 }
261 } 261 }
262 return 1; 262 return 1;
263} 263}
264 264
265 265
281 */ 281 */
282 if(!is_susceptible_to_disease(victim, disease)) return 0; 282 if(!is_susceptible_to_disease(victim, disease)) return 0;
283 283
284 /* roll the dice on infection before doing the inventory check! */ 284 /* roll the dice on infection before doing the inventory check! */
285 if(!force && (random_roll(0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) 285 if(!force && (random_roll(0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
286 return 0; 286 return 0;
287 287
288 /* do an immunity check */ 288 /* do an immunity check */
289 if(victim->head) tmp = victim->head->inv; 289 if(victim->head) tmp = victim->head->inv;
290 else tmp = victim->inv; 290 else tmp = victim->inv;
291 291
296 * they were cast in that same order. Instead, change it so that 296 * they were cast in that same order. Instead, change it so that
297 * if you diseased, you can't get diseased more. 297 * if you diseased, you can't get diseased more.
298 */ 298 */
299 299
300 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { 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) 301 if(tmp->type == SIGN && !strcmp(tmp->name,disease->name) && tmp->level >= disease->level)
302 return 0; /*Immune! */ 302 return 0; /*Immune! */
303 else if (tmp->type==DISEASE && !strcmp(tmp->name,disease->name)) 303 else if (tmp->type==DISEASE && !strcmp(tmp->name,disease->name))
304 return 0; /* already diseased */ 304 return 0; /* already diseased */
305 } 305 }
306 306
307 /* If we've gotten this far, go ahead and infect the victim. */ 307 /* If we've gotten this far, go ahead and infect the victim. */
308 new_disease = get_object(); 308 new_disease = get_object();
309 copy_object(disease,new_disease); 309 copy_object(disease,new_disease);
314 /* Unfortunately, set_owner does the wrong thing to the skills pointers 314 /* Unfortunately, set_owner does the wrong thing to the skills pointers
315 * resulting in exp going into the owners *current* chosen skill. 315 * resulting in exp going into the owners *current* chosen skill.
316 */ 316 */
317 317
318 if(get_owner(disease)) { 318 if(get_owner(disease)) {
319 set_owner(new_disease,disease->owner); 319 set_owner(new_disease,disease->owner);
320 320
321 /* Only need to update skill if different */ 321 /* Only need to update skill if different */
322 if (new_disease->skill != disease->skill) { 322 if (new_disease->skill != disease->skill) {
323 if (new_disease->skill) free_string(new_disease->skill); 323 if (new_disease->skill) free_string(new_disease->skill);
324 if (disease->skill) new_disease->skill = add_refcount(disease->skill); 324 if (disease->skill) new_disease->skill = add_refcount(disease->skill);
325 } 325 }
326 } 326 }
327 else { /* for diseases which are passed by hitting, set owner and praying skill*/ 327 else { /* for diseases which are passed by hitting, set owner and praying skill*/
328 if(disease->env && disease->env->type==PLAYER) { 328 if(disease->env && disease->env->type==PLAYER) {
329 object *player = disease->env; 329 object *player = disease->env;
330 330
331 set_owner(new_disease,player); 331 set_owner(new_disease,player);
332 /* the skill pointer for these diseases should already be set up - 332 /* the skill pointer for these diseases should already be set up -
333 * hardcoding in 'praying' is not the right approach. 333 * hardcoding in 'praying' is not the right approach.
334 */ 334 */
335 } 335 }
336 } 336 }
337 337
338 insert_ob_in_ob(new_disease,victim); 338 insert_ob_in_ob(new_disease,victim);
339 /* This appears to be a horrible case of overloading 'NO_PASS' 339 /* This appears to be a horrible case of overloading 'NO_PASS'
340 * for meaning in the diseases. 340 * for meaning in the diseases.
341 */ 341 */
342 new_disease->move_block = 0; 342 new_disease->move_block = 0;
343 if(new_disease->owner && new_disease->owner->type==PLAYER) { 343 if(new_disease->owner && new_disease->owner->type==PLAYER) {
344 char buf[128]; 344 char buf[128];
345 /* if the disease has a title, it has a special infection message 345 /* if the disease has a title, it has a special infection message
346 * This messages is printed in the form MESSAGE victim 346 * This messages is printed in the form MESSAGE victim
347 */ 347 */
348 if(new_disease->title) 348 if(new_disease->title)
349 sprintf(buf,"%s %s!!",disease->title,victim->name); 349 sprintf(buf,"%s %s!!",disease->title,victim->name);
350 else 350 else
351 sprintf(buf,"You infect %s with your disease, %s!",victim->name,new_disease->name); 351 sprintf(buf,"You infect %s with your disease, %s!",victim->name,new_disease->name);
352 352
353 if(victim->type == PLAYER) 353 if(victim->type == PLAYER)
354 new_draw_info(NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 354 new_draw_info(NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
355 else 355 else
356 new_draw_info(0, 4, new_disease->owner, buf); 356 new_draw_info(0, 4, new_disease->owner, buf);
357 } 357 }
358 if(victim->type==PLAYER) 358 if(victim->type==PLAYER)
359 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,"You suddenly feel ill."); 359 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,"You suddenly feel ill.");
360 360
361 return 1; 361 return 1;
362 362
363} 363}
364 364
378 * back to disease, causing endless loops. Why this happens really needs 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. 379 * to be found, but this should at least prevent the infinite loops.
380 */ 380 */
381 381
382 if(victim == NULL || victim==disease) 382 if(victim == NULL || victim==disease)
383 return 0;/* no-one to inflict symptoms on */ 383 return 0;/* no-one to inflict symptoms on */
384 384
385 symptom = find_symptom(disease); 385 symptom = find_symptom(disease);
386 if(symptom==NULL) { 386 if(symptom==NULL) {
387 /* no symptom? need to generate one! */ 387 /* no symptom? need to generate one! */
388 object *new_symptom; 388 object *new_symptom;
389 389
390 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ 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; 391 if(!is_susceptible_to_disease(victim, disease)) return 0;
392 392
393 /* check for an actual immunity */ 393 /* check for an actual immunity */
394 /* do an immunity check */ 394 /* do an immunity check */
395 if(victim->head) tmp = victim->head->inv; 395 if(victim->head) tmp = victim->head->inv;
396 else tmp = victim->inv; 396 else tmp = victim->inv;
397 397
398 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { 398 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) {
399 if(tmp->type == SIGN) /* possibly an immunity, or diseased*/ 399 if(tmp->type == SIGN) /* possibly an immunity, or diseased*/
400 if(!strcmp(tmp->name,disease->name) && tmp->level >= disease->level) 400 if(!strcmp(tmp->name,disease->name) && tmp->level >= disease->level)
401 return 0; /*Immune! */ 401 return 0; /*Immune! */
402 } 402 }
403 403
404 new_symptom = get_archetype(ARCH_SYMPTOM); 404 new_symptom = get_archetype(ARCH_SYMPTOM);
405 405
406 /* Something special done with dam. We want diseases to be more 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 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. 408 * do random, note, this has a weird effect with progressive diseases.
409 */ 409 */
410 if(disease->stats.dam != 0) { 410 if(disease->stats.dam != 0) {
411 int dam = disease->stats.dam; 411 int dam = disease->stats.dam;
412 412
413 /* reduce the damage, on average, 50%, and making things random. */ 413 /* reduce the damage, on average, 50%, and making things random. */
414 414
415 dam = random_roll(1, FABS(dam), victim, PREFER_LOW); 415 dam = random_roll(1, FABS(dam), victim, PREFER_LOW);
416 if(disease->stats.dam < 0) dam = -dam; 416 if(disease->stats.dam < 0) dam = -dam;
417 new_symptom->stats.dam = dam; 417 new_symptom->stats.dam = dam;
418 } 418 }
419 419
420 420
421 new_symptom->stats.maxsp = disease->stats.maxsp; 421 new_symptom->stats.maxsp = disease->stats.maxsp;
422 new_symptom->stats.food = new_symptom->stats.maxgrace; 422 new_symptom->stats.food = new_symptom->stats.maxgrace;
423 423
424 FREE_AND_COPY(new_symptom->name, disease->name); 424 FREE_AND_COPY(new_symptom->name, disease->name);
425 FREE_AND_COPY(new_symptom->name_pl, disease->name); 425 FREE_AND_COPY(new_symptom->name_pl, disease->name);
426 new_symptom->level = disease->level; 426 new_symptom->level = disease->level;
427 new_symptom->speed = disease->speed; 427 new_symptom->speed = disease->speed;
428 new_symptom->value = 0; 428 new_symptom->value = 0;
429 new_symptom->stats.Str =disease->stats.Str; 429 new_symptom->stats.Str =disease->stats.Str;
430 new_symptom->stats.Dex = disease->stats.Dex; 430 new_symptom->stats.Dex = disease->stats.Dex;
431 new_symptom->stats.Con = disease->stats.Con; 431 new_symptom->stats.Con = disease->stats.Con;
432 new_symptom->stats.Wis = disease->stats.Wis; 432 new_symptom->stats.Wis = disease->stats.Wis;
433 new_symptom->stats.Int = disease->stats.Int; 433 new_symptom->stats.Int = disease->stats.Int;
434 new_symptom->stats.Pow = disease->stats.Pow; 434 new_symptom->stats.Pow = disease->stats.Pow;
435 new_symptom->stats.Cha = disease->stats.Cha; 435 new_symptom->stats.Cha = disease->stats.Cha;
436 new_symptom->stats.sp = disease->stats.sp; 436 new_symptom->stats.sp = disease->stats.sp;
437 new_symptom->stats.food =disease->last_eat; 437 new_symptom->stats.food =disease->last_eat;
438 new_symptom->stats.maxsp = disease->stats.maxsp; 438 new_symptom->stats.maxsp = disease->stats.maxsp;
439 new_symptom->last_sp = disease->last_sp; 439 new_symptom->last_sp = disease->last_sp;
440 new_symptom->stats.exp = 0; 440 new_symptom->stats.exp = 0;
441 new_symptom->stats.hp = disease->stats.hp; 441 new_symptom->stats.hp = disease->stats.hp;
442 new_symptom->msg = add_string(disease->msg); 442 new_symptom->msg = add_string(disease->msg);
443 new_symptom->attacktype = disease->attacktype; 443 new_symptom->attacktype = disease->attacktype;
444 new_symptom->other_arch = disease->other_arch; 444 new_symptom->other_arch = disease->other_arch;
445 445
446 set_owner(new_symptom,disease->owner); 446 set_owner(new_symptom,disease->owner);
447 if (new_symptom->skill != disease->skill) { 447 if (new_symptom->skill != disease->skill) {
448 if (new_symptom->skill) free_string(new_symptom->skill); 448 if (new_symptom->skill) free_string(new_symptom->skill);
449 if (disease->skill) new_symptom->skill = add_refcount(disease->skill); 449 if (disease->skill) new_symptom->skill = add_refcount(disease->skill);
450 } 450 }
451 new_symptom->move_block=0; 451 new_symptom->move_block=0;
452 insert_ob_in_ob(new_symptom,victim); 452 insert_ob_in_ob(new_symptom,victim);
453 return 1; 453 return 1;
454 } 454 }
455 455
456 /* now deal with progressing diseases: we increase the debility 456 /* now deal with progressing diseases: we increase the debility
457 * caused by the symptoms. 457 * caused by the symptoms.
458 */ 458 */
459 459
460 if(disease->stats.ac!=0) { 460 if(disease->stats.ac!=0) {
461 float scale; 461 float scale;
462 462
463 symptom->value += disease->stats.ac; 463 symptom->value += disease->stats.ac;
464 scale = 1.0 + symptom->value/100.0; 464 scale = 1.0 + symptom->value/100.0;
465 /* now rescale all the debilities */ 465 /* now rescale all the debilities */
466 symptom->stats.Str = (int) (scale*disease->stats.Str); 466 symptom->stats.Str = (int) (scale*disease->stats.Str);
467 symptom->stats.Dex = (int) (scale*disease->stats.Dex); 467 symptom->stats.Dex = (int) (scale*disease->stats.Dex);
468 symptom->stats.Con = (int) (scale*disease->stats.Con); 468 symptom->stats.Con = (int) (scale*disease->stats.Con);
469 symptom->stats.Wis = (int) (scale*disease->stats.Wis); 469 symptom->stats.Wis = (int) (scale*disease->stats.Wis);
470 symptom->stats.Int = (int) (scale*disease->stats.Int); 470 symptom->stats.Int = (int) (scale*disease->stats.Int);
471 symptom->stats.Pow = (int) (scale*disease->stats.Pow); 471 symptom->stats.Pow = (int) (scale*disease->stats.Pow);
472 symptom->stats.Cha = (int) (scale*disease->stats.Cha); 472 symptom->stats.Cha = (int) (scale*disease->stats.Cha);
473 symptom->stats.dam = (int) (scale*disease->stats.dam); 473 symptom->stats.dam = (int) (scale*disease->stats.dam);
474 symptom->stats.sp = (int) (scale*disease->stats.sp); 474 symptom->stats.sp = (int) (scale*disease->stats.sp);
475 symptom->stats.food = (int) (scale*disease->last_eat); 475 symptom->stats.food = (int) (scale*disease->last_eat);
476 symptom->stats.maxsp = (int) (scale*disease->stats.maxsp); 476 symptom->stats.maxsp = (int) (scale*disease->stats.maxsp);
477 symptom->last_sp = (int) (scale*disease->last_sp); 477 symptom->last_sp = (int) (scale*disease->last_sp);
478 symptom->stats.exp = 0; 478 symptom->stats.exp = 0;
479 symptom->stats.hp = (int) (scale*disease->stats.hp); 479 symptom->stats.hp = (int) (scale*disease->stats.hp);
480 symptom->msg = add_string(disease->msg); 480 symptom->msg = add_string(disease->msg);
481 symptom->attacktype = disease->attacktype; 481 symptom->attacktype = disease->attacktype;
482 symptom->other_arch = disease->other_arch; 482 symptom->other_arch = disease->other_arch;
483 } 483 }
484 SET_FLAG(symptom,FLAG_APPLIED); 484 SET_FLAG(symptom,FLAG_APPLIED);
485 fix_player(victim); 485 fix_player(victim);
486 return 1; 486 return 1;
487} 487}
493 object *walk; 493 object *walk;
494 /* Don't give immunity to this disease if last_heal is set. */ 494 /* Don't give immunity to this disease if last_heal is set. */
495 if(disease->last_heal) return 0; 495 if(disease->last_heal) return 0;
496 /* first, search for an immunity of the same name */ 496 /* first, search for an immunity of the same name */
497 for(walk=disease->env->inv;walk;walk=walk->below) { 497 for(walk=disease->env->inv;walk;walk=walk->below) {
498 if(walk->type==98 && !strcmp(disease->name,walk->name)) { 498 if(walk->type==98 && !strcmp(disease->name,walk->name)) {
499 walk->level = disease->level; 499 walk->level = disease->level;
500 return 1; /* just update the existing immunity. */ 500 return 1; /* just update the existing immunity. */
501 } 501 }
502 } 502 }
503 immunity = get_archetype("immunity"); 503 immunity = get_archetype("immunity");
504 immunity->name = add_string(disease->name); 504 immunity->name = add_string(disease->name);
505 immunity->level = disease->level; 505 immunity->level = disease->level;
506 immunity->move_block = 0; 506 immunity->move_block = 0;
516 object *victim = symptom->env; 516 object *victim = symptom->env;
517 object *new_ob; 517 object *new_ob;
518 int sp_reduce; 518 int sp_reduce;
519 519
520 if(victim == NULL || victim->map==NULL) { /* outside a monster/player, die immediately */ 520 if(victim == NULL || victim->map==NULL) { /* outside a monster/player, die immediately */
521 remove_ob(symptom); 521 remove_ob(symptom);
522 free_object(symptom); 522 free_object(symptom);
523 return 0; 523 return 0;
524 } 524 }
525 525
526 if(symptom->stats.dam > 0) hit_player(victim,symptom->stats.dam,symptom,symptom->attacktype,1); 526 if(symptom->stats.dam > 0) hit_player(victim,symptom->stats.dam,symptom,symptom->attacktype,1);
527 else hit_player(victim,(int) MAX(1,-victim->stats.maxhp * symptom->stats.dam / 100.0),symptom,symptom->attacktype,1); 527 else hit_player(victim,(int) MAX(1,-victim->stats.maxhp * symptom->stats.dam / 100.0),symptom,symptom->attacktype,1);
528 528
535 * The victim may well have died. 535 * The victim may well have died.
536 */ 536 */
537 537
538 if(victim->map==NULL) return 0; 538 if(victim->map==NULL) return 0;
539 if(symptom->other_arch) { 539 if(symptom->other_arch) {
540 object *tmp; 540 object *tmp;
541 tmp=victim; 541 tmp=victim;
542 if(tmp->head!=NULL) tmp=tmp->head; 542 if(tmp->head!=NULL) tmp=tmp->head;
543 for(/*tmp initialized above */;tmp!=NULL;tmp=tmp->more) { 543 for(/*tmp initialized above */;tmp!=NULL;tmp=tmp->more) {
544 new_ob = arch_to_object(symptom->other_arch); 544 new_ob = arch_to_object(symptom->other_arch);
545 new_ob->x = tmp->x; 545 new_ob->x = tmp->x;
546 new_ob->y = tmp->y; 546 new_ob->y = tmp->y;
547 new_ob->map = victim->map; 547 new_ob->map = victim->map;
548 insert_ob_in_map(new_ob,victim->map,victim,0); 548 insert_ob_in_map(new_ob,victim->map,victim,0);
549 } 549 }
550 } 550 }
551 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,symptom->msg); 551 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,symptom->msg);
552 552
553 return 1; 553 return 1;
554} 554}
559 559
560int check_physically_infect(object *victim, object *hitter) { 560int check_physically_infect(object *victim, object *hitter) {
561 object *walk; 561 object *walk;
562 /* search for diseases, give every disease a chance to infect */ 562 /* search for diseases, give every disease a chance to infect */
563 for(walk=hitter->inv;walk!=NULL;walk=walk->below) 563 for(walk=hitter->inv;walk!=NULL;walk=walk->below)
564 if(walk->type==DISEASE) infect_object(victim,walk,0); 564 if(walk->type==DISEASE) infect_object(victim,walk,0);
565 return 1; 565 return 1;
566} 566}
567 567
568/* find a disease in someone*/ 568/* find a disease in someone*/
569object *find_disease(object *victim) { 569object *find_disease(object *victim) {
570 object *walk; 570 object *walk;
571 for(walk=victim->inv;walk;walk=walk->below) 571 for(walk=victim->inv;walk;walk=walk->below)
572 if(walk->type==DISEASE) return walk; 572 if(walk->type==DISEASE) return walk;
573 return NULL; 573 return NULL;
574} 574}
575 575
576/* do the cure disease stuff, from the spell "cure disease" */ 576/* do the cure disease stuff, from the spell "cure disease" */
577 577
578int cure_disease(object *sufferer,object *caster) { 578int cure_disease(object *sufferer,object *caster) {
579 object *disease, *next; 579 object *disease, *next;
580 int casting_level; 580 int casting_level;
582 582
583 if(caster) casting_level = caster->level; 583 if(caster) casting_level = caster->level;
584 else casting_level = 1000; /* if null caster, CURE all. */ 584 else casting_level = 1000; /* if null caster, CURE all. */
585 585
586 for(disease=sufferer->inv;disease;disease=next) { 586 for(disease=sufferer->inv;disease;disease=next) {
587 next=disease->below; 587 next=disease->below;
588 588
589 if(disease->type==DISEASE) { /* attempt to cure this disease */ 589 if(disease->type==DISEASE) { /* attempt to cure this disease */
590 /* If caster lvel is higher than disease level, cure chance 590 /* If caster lvel is higher than disease level, cure chance
591 * is automatic. If lower, then the chance is basically 591 * is automatic. If lower, then the chance is basically
592 * 1 in level_diff - if there is a 5 level difference, chance 592 * 1 in level_diff - if there is a 5 level difference, chance
593 * is 1 in 5. 593 * is 1 in 5.
594 */ 594 */
595 if ((casting_level >= disease->level) || 595 if ((casting_level >= disease->level) ||
596 ( ! (random_roll(0, (disease->level - casting_level - 1), 596 ( ! (random_roll(0, (disease->level - casting_level - 1),
597 caster, PREFER_LOW) ))) { 597 caster, PREFER_LOW) ))) {
598 598
599 remove_symptoms(disease); 599 remove_symptoms(disease);
600 remove_ob(disease); 600 remove_ob(disease);
601 cure=1; 601 cure=1;
602 if(caster) change_exp(caster,disease->stats.exp, 602 if(caster) change_exp(caster,disease->stats.exp,
603 caster->chosen_skill?caster->chosen_skill->skill:NULL, 0); 603 caster->chosen_skill?caster->chosen_skill->skill:NULL, 0);
604 free_object(disease); 604 free_object(disease);
605 } 605 }
606 } 606 }
607 } 607 }
608 if (cure) { 608 if (cure) {
609 /* Only draw these messages once */ 609 /* Only draw these messages once */
610 if (caster) 610 if (caster)
611 new_draw_info_format(NDI_UNIQUE,0,caster,"You cure a disease!"); 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."); 612 new_draw_info(NDI_UNIQUE,0,sufferer,"You no longer feel diseased.");
613 } 613 }
614 return 1; 614 return 1;
615} 615}
616 616
617/* reduces disease progression: reduce_symptoms 617/* reduces disease progression: reduce_symptoms
621int reduce_symptoms(object *sufferer, int reduction) { 621int reduce_symptoms(object *sufferer, int reduction) {
622 object *walk; 622 object *walk;
623 int success=0; 623 int success=0;
624 624
625 for(walk=sufferer->inv;walk;walk=walk->below) { 625 for(walk=sufferer->inv;walk;walk=walk->below) {
626 if(walk->type==SYMPTOM) { 626 if(walk->type==SYMPTOM) {
627 if(walk->value > 0) { 627 if(walk->value > 0) {
628 success=1; 628 success=1;
629 walk->value = MAX(0,walk->value - 2*reduction); 629 walk->value = MAX(0,walk->value - 2*reduction);
630 /* give the disease time to modify this symptom, 630 /* give the disease time to modify this symptom,
631 * and reduce its severity. */ 631 * and reduce its severity. */
632 walk->speed_left = 0; 632 walk->speed_left = 0;
633 } 633 }
634 } 634 }
635 } 635 }
636 if (success) 636 if (success)
637 new_draw_info(NDI_UNIQUE,0,sufferer,"Your illness seems less severe."); 637 new_draw_info(NDI_UNIQUE,0,sufferer,"Your illness seems less severe.");
638 return success; 638 return success;
639} 639}
640 640

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