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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.10 by root, Wed Dec 13 00:42:04 2006 UTC vs.
Revision 1.42 by root, Tue Aug 28 19:30:12 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the code implementing diseases, 24/* This file contains all the code implementing diseases,
25 except for odds and ends in attack.c and in 25 * except for odds and ends in attack.c and in
26 living.c*/ 26 * living.c
27 27 */
28
29 28
30/* 29/*
31 30
32For DISEASES: 31For DISEASES:
33Stat Property Definition 32Stat Property Definition
45dam^ Damage How much damage it does (%?). 44dam^ Damage How much damage it does (%?).
46maxgrace+ Duration How long before the disease is naturally cured. 45maxgrace+ Duration How long before the disease is naturally cured.
47food DurCount Counter for Duration 46food DurCount Counter for Duration
48 47
49speed Speed How often the disease moves. 48speed Speed How often the disease moves.
50last_sp^ Lethargy Percentage of max speed--10 = 10% speed. 49last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
51 50
52maxsp^ Mana deplete Saps mana. 51maxsp^ Mana deplete Saps mana.
53ac^ Progressiveness How the diseases increases in severity. 52ac^ Progressiveness How the diseases increases in severity.
54last_eat*^ Deplete food saps food if negative 53last_eat*^ Deplete food saps food if negative
55last_heal GrantImmunity If nonzero, disease does NOT grant immunity 54last_heal GrantImmunity If nonzero, disease does NOT grant immunity
126 125
127 126
128#include <global.h> 127#include <global.h>
129#include <object.h> 128#include <object.h>
130#include <living.h> 129#include <living.h>
131#ifndef __CEXTRACT__
132# include <sproto.h> 130#include <sproto.h>
133#endif
134#include <spells.h> 131#include <spells.h>
135#include <sounds.h> 132#include <sounds.h>
136#include <skills.h> 133#include <skills.h>
137 134
138/* IMPLEMENTATION NOTES 135/* IMPLEMENTATION NOTES
147is_susceptible_to_disease (object *victim, object *disease) 144is_susceptible_to_disease (object *victim, object *disease)
148{ 145{
149 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 146 if (!QUERY_FLAG (victim, FLAG_ALIVE))
150 return 0; 147 return 0;
151 148
149 if (victim->flag [FLAG_WIZ])
150 return 0;
151
152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
153 return 1; 153 return 1;
154 154
155 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) 155 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
156 return 1; 156 return 1;
157 157
158 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) 158 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
159 return 1; 159 return 1;
160 160
166{ 166{
167 /* first task is to determine if the disease is inside or outside of someone. 167 /* first task is to determine if the disease is inside or outside of someone.
168 * If outside, we decrement 'value' until we're gone. 168 * If outside, we decrement 'value' until we're gone.
169 */ 169 */
170 170
171 if (disease->env == NULL) 171 if (!disease->env)
172 { /* we're outside of someone */ 172 { /* we're outside of someone */
173 if (disease->stats.maxhp > 0) 173 if (disease->stats.maxhp > 0)
174 disease->value--; 174 disease->value--;
175 175
176 if (disease->value == 0) 176 if (!disease->value)
177 { 177 {
178 disease->destroy (); 178 disease->destroy ();
179 return 1; 179 return 1;
180 } 180 }
181 } 181 }
182 else 182 else
183 { 183 {
184 /* if we're inside a person, have the disease run its course */ 184 /* if we're inside a person, have the disease run its course */
185 /* negative foods denote "perpetual" diseases. */ 185 /* negative/zero food denotes "perpetual" diseases. */
186 if (disease->stats.food > 0) 186 if (disease->stats.food > 0)
187 { 187 {
188 disease->stats.food--; 188 disease->stats.food--;
189 189
190 if (disease->stats.food == 0) 190 if (!disease->stats.food)
191 { 191 {
192 remove_symptoms (disease); /* remove the symptoms of this disease */ 192 remove_symptoms (disease); /* remove the symptoms of this disease */
193 grant_immunity (disease); 193 grant_immunity (disease);
194 disease->destroy (); 194 disease->destroy ();
195 return 1; 195 return 1;
211 * Modified by MSW 2003-03-28 do try to find all the symptom the 211 * Modified by MSW 2003-03-28 do try to find all the symptom the
212 * player may have - I think through some odd interactoins with 212 * player may have - I think through some odd interactoins with
213 * disease level and player level and whatnot, a player could get 213 * disease level and player level and whatnot, a player could get
214 * more than one symtpom to a disease. 214 * more than one symtpom to a disease.
215 */ 215 */
216
217int 216int
218remove_symptoms (object *disease) 217remove_symptoms (object *disease)
219{ 218{
220 object *symptom, *victim = NULL; 219 object *symptom, *victim = NULL;
221 220
226 225
227 symptom->destroy (); 226 symptom->destroy ();
228 } 227 }
229 228
230 if (victim) 229 if (victim)
231 fix_player (victim); 230 victim->update_stats ();
231
232 return 0; 232 return 0;
233} 233}
234 234
235/* argument is a disease */ 235/* argument is a disease */
236object * 236object *
237find_symptom (object *disease) 237find_symptom (object *disease)
238{ 238{
239 object *walk;
240
241 /* check the inventory for symptoms */ 239 /* check the inventory for symptoms */
242 for (walk = disease->env->inv; walk; walk = walk->below) 240 for (object *walk = disease->env->inv; walk; walk = walk->below)
243 if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM) 241 if (walk->name == disease->name && walk->type == SYMPTOM)
244 return walk; 242 return walk;
243
245 return NULL; 244 return NULL;
246} 245}
247 246
248/* searches around for more victims to infect */ 247/* searches around for more victims to infect */
249int 248int
250check_infection (object *disease) 249check_infection (object *disease)
251{ 250{
252 int x, y, range, mflags; 251 int x, y;
253 maptile *map, *map2; 252 maptile *map, *map2;
254 object *tmp; 253 object *tmp;
255 254
256 range = abs (disease->magic); 255 int range = abs (disease->magic);
257 256
258 if (disease->env) 257 if (disease->env)
259 { 258 {
260 x = disease->env->x; 259 x = disease->env->x;
261 y = disease->env->y; 260 y = disease->env->y;
273 272
274 for (int i = x - range; i <= x + range; i++) 273 for (int i = x - range; i <= x + range; i++)
275 for (int j = y - range; j <= y + range; j++) 274 for (int j = y - range; j <= y + range; j++)
276 { 275 {
277 sint16 i2, j2; 276 sint16 i2, j2;
278 mflags = get_map_flags (map, &map2, i, j, &i2, &j2); 277 int mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
279 278
280 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
281 for (tmp = get_map_ob (map2, i2, j2); tmp; tmp = tmp->above) 280 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above)
282 infect_object (tmp, disease, 0); 281 infect_object (tmp, disease, 0);
283 } 282 }
284 283
285 return 1; 284 return 1;
286} 285}
287
288 286
289/* check to see if an object is infectable: 287/* check to see if an object is infectable:
290 * objects with immunity aren't infectable. 288 * objects with immunity aren't infectable.
291 * objects already infected aren't infectable. 289 * objects already infected aren't infectable.
292 * dead objects aren't infectable. 290 * dead objects aren't infectable.
311 /* roll the dice on infection before doing the inventory check! */ 309 /* roll the dice on infection before doing the inventory check! */
312 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) 310 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
313 return 0; 311 return 0;
314 312
315 /* do an immunity check */ 313 /* do an immunity check */
316 if (victim->head)
317 tmp = victim->head->inv;
318 else
319 tmp = victim->inv;
320 314
321 /* There used to (IMO) be a flaw in the below - it used to be the case 315 /* There used to (IMO) be a flaw in the below - it used to be the case
322 * that if level check was done for both immunity and disease. This could 316 * that if level check was done for both immunity and disease. This could
323 * result in a person with multiple afflictions of the same disease 317 * result in a person with multiple afflictions of the same disease
324 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as 318 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
325 * they were cast in that same order. Instead, change it so that 319 * they were cast in that same order. Instead, change it so that
326 * if you diseased, you can't get diseased more. 320 * if you diseased, you can't get diseased more.
327 */ 321 */
328 322
329 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 323 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
330 {
331 if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 324 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
332 return 0; /*Immune! */ 325 return 0; /* Immune! */
333 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) 326 else if (tmp->type == DISEASE && tmp->name == disease->name)
334 return 0; /* already diseased */ 327 return 0; /* already diseased */
335 }
336 328
337 /* If we've gotten this far, go ahead and infect the victim. */ 329 /* If we've gotten this far, go ahead and infect the victim. */
330
338 new_disease = disease->clone (); 331 new_disease = disease->clone ();
332
339 new_disease->stats.food = disease->stats.maxgrace; 333 new_disease->stats.food = disease->stats.maxgrace;
340 new_disease->value = disease->stats.maxhp; 334 new_disease->value = disease->stats.maxhp;
341 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 335 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
342 336
343 /* Unfortunately, set_owner does the wrong thing to the skills pointers
344 * resulting in exp going into the owners *current* chosen skill.
345 */
346
347 if (get_owner (disease))
348 {
349 set_owner (new_disease, disease->owner);
350
351 /* Only need to update skill if different */
352 if (new_disease->skill != disease->skill)
353 new_disease->skill = disease->skill;
354 }
355 else
356 { /* for diseases which are passed by hitting, set owner and praying skill */
357 if (disease->env && disease->env->type == PLAYER)
358 {
359 object *player = disease->env;
360
361 set_owner (new_disease, player);
362
363 /* the skill pointer for these diseases should already be set up -
364 * hardcoding in 'praying' is not the right approach.
365 */
366 }
367 }
368
369 insert_ob_in_ob (new_disease, victim);
370 /* This appears to be a horrible case of overloading 'NO_PASS' 337 /* This appears to be a horrible case of overloading 'NO_PASS'
371 * for meaning in the diseases. 338 * for meaning in the diseases.
372 */ 339 */
373 new_disease->move_block = 0; 340 new_disease->move_block = 0;
341
342 // insert before setting the owner
343 victim->head_ ()->insert (new_disease);
344
345 if (disease->owner)
346 new_disease->set_owner (disease->owner);
347 else if (object *pl = disease->in_player ())
348 /* for diseases which are passed by hitting, set owner and skill */
349 new_disease->set_owner (pl);
350
374 if (new_disease->owner && new_disease->owner->type == PLAYER) 351 if (new_disease->owner && new_disease->owner->type == PLAYER)
375 { 352 {
376 char buf[128]; 353 const char *buf;
377 354
378 /* if the disease has a title, it has a special infection message 355 /* if the disease has a title, it has a special infection message
379 * This messages is printed in the form MESSAGE victim 356 * This messages is printed in the form MESSAGE victim
380 */ 357 */
381 if (new_disease->title) 358 if (new_disease->title)
382 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 359 buf = format ("%s %s!!", &disease->title, &victim->name);
383 else 360 else
384 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); 361 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
385 362
386 if (victim->type == PLAYER) 363 if (victim->type == PLAYER)
387 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 364 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
388 else 365 else
389 new_draw_info (0, 4, new_disease->owner, buf); 366 new_draw_info (0, 4, new_disease->owner, buf);
390 } 367 }
368
391 if (victim->type == PLAYER) 369 if (victim->type == PLAYER)
392 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); 370 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
393 371
394 return 1; 372 return 1;
395
396} 373}
397
398
399 374
400/* this function monitors the symptoms caused by the disease (if any), 375/* this function monitors the symptoms caused by the disease (if any),
401causes symptoms, and modifies existing symptoms in the case of 376causes symptoms, and modifies existing symptoms in the case of
402existing diseases. */ 377existing diseases. */
403
404int 378int
405do_symptoms (object *disease) 379do_symptoms (object *disease)
406{ 380{
407 object *symptom; 381 object *symptom;
408 object *victim; 382 object *victim;
409 object *tmp; 383 object *tmp;
410 384
411 victim = disease->env; 385 victim = disease->env;
386
387 if (!victim)
388 return 0; /* no-one to inflict symptoms on */
412 389
413 /* This is a quick hack - for whatever reason, disease->env will point 390 /* This is a quick hack - for whatever reason, disease->env will point
414 * back to disease, causing endless loops. Why this happens really needs 391 * back to disease, causing endless loops. Why this happens really needs
415 * to be found, but this should at least prevent the infinite loops. 392 * to be found, but this should at least prevent the infinite loops.
416 */ 393 */
417 394 //TODO: should no longer be the case, monitor, and remove
418 if (victim == NULL || victim == disease) 395 if (victim == disease)
419 return 0; /* no-one to inflict symptoms on */ 396 {
397 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
398 return 0;
399 }
420 400
421 symptom = find_symptom (disease); 401 symptom = find_symptom (disease);
422 if (symptom == NULL) 402 if (!symptom)
423 { 403 {
424 /* no symptom? need to generate one! */ 404 /* no symptom? need to generate one! */
425 object *new_symptom;
426 405
427 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ 406 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
428 if (!is_susceptible_to_disease (victim, disease)) 407 if (!is_susceptible_to_disease (victim, disease))
429 return 0; 408 return 0;
430 409
431 /* check for an actual immunity */ 410 /* check for an actual immunity */
432 /* do an immunity check */ 411 /* do an immunity check */
433 if (victim->head) 412 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
434 tmp = victim->head->inv;
435 else
436 tmp = victim->inv;
437
438 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below)
439 {
440 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 413 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
441 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 414 if (tmp->name == disease->name && tmp->level >= disease->level)
442 return 0; /*Immune! */ 415 return 0; /* Immune! */
443 }
444 416
445 new_symptom = get_archetype (ARCH_SYMPTOM); 417 object *new_symptom = get_archetype ("symptom");
446 418
447 /* Something special done with dam. We want diseases to be more 419 /* Something special done with dam. We want diseases to be more
448 * random in what they'll kill, so we'll make the damage they 420 * random in what they'll kill, so we'll make the damage they
449 * do random, note, this has a weird effect with progressive diseases. 421 * do random, note, this has a weird effect with progressive diseases.
450 */ 422 */
451 if (disease->stats.dam != 0) 423 if (disease->stats.dam)
452 { 424 {
453 int dam = disease->stats.dam; 425 int dam = disease->stats.dam;
454 426
455 /* reduce the damage, on average, 50%, and making things random. */ 427 /* reduce the damage, on average, 50%, and making things random. */
456 428
457 dam = random_roll (1, FABS (dam), victim, PREFER_LOW); 429 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
458 if (disease->stats.dam < 0) 430 if (disease->stats.dam < 0)
459 dam = -dam; 431 dam = -dam;
432
460 new_symptom->stats.dam = dam; 433 new_symptom->stats.dam = dam;
461 } 434 }
462 435
463
464 new_symptom->stats.maxsp = disease->stats.maxsp; 436 new_symptom->stats.maxsp = disease->stats.maxsp;
465 new_symptom->stats.food = new_symptom->stats.maxgrace; 437 new_symptom->stats.food = new_symptom->stats.maxgrace;
466 438
467 new_symptom->name = new_symptom->name_pl = disease->name; 439 new_symptom->name = new_symptom->name_pl = disease->name;
468 440
469 new_symptom->level = disease->level; 441 new_symptom->level = disease->level;
470 new_symptom->speed = disease->speed; 442 new_symptom->speed = disease->speed;
471 new_symptom->value = 0; 443 new_symptom->value = 0;
444
445 for (int i = 0; i < NUM_STATS; ++i)
472 new_symptom->stats.Str = disease->stats.Str; 446 new_symptom->stats.stat (i) = disease->stats.stat (i);
473 new_symptom->stats.Dex = disease->stats.Dex; 447
474 new_symptom->stats.Con = disease->stats.Con;
475 new_symptom->stats.Wis = disease->stats.Wis;
476 new_symptom->stats.Int = disease->stats.Int;
477 new_symptom->stats.Pow = disease->stats.Pow;
478 new_symptom->stats.Cha = disease->stats.Cha;
479 new_symptom->stats.sp = disease->stats.sp; 448 new_symptom->stats.sp = disease->stats.sp;
480 new_symptom->stats.food = disease->last_eat; 449 new_symptom->stats.food = disease->last_eat;
481 new_symptom->stats.maxsp = disease->stats.maxsp; 450 new_symptom->stats.maxsp = disease->stats.maxsp;
482 new_symptom->last_sp = disease->last_sp; 451 new_symptom->last_sp = disease->last_sp;
483 new_symptom->stats.exp = 0; 452 new_symptom->stats.exp = 0;
484 new_symptom->stats.hp = disease->stats.hp; 453 new_symptom->stats.hp = disease->stats.hp;
485 new_symptom->msg = disease->msg; 454 new_symptom->msg = disease->msg;
486 new_symptom->attacktype = disease->attacktype; 455 new_symptom->attacktype = disease->attacktype;
487 new_symptom->other_arch = disease->other_arch; 456 new_symptom->other_arch = disease->other_arch;
488
489 set_owner (new_symptom, disease->owner);
490
491 if (new_symptom->skill != disease->skill)
492 new_symptom->skill = disease->skill; 457 new_symptom->skill = disease->skill;
493 458
494 new_symptom->move_block = 0; 459 new_symptom->move_block = 0;
495 insert_ob_in_ob (new_symptom, victim); 460
461 victim->head_ ()->insert (new_symptom);
462
463 // set owner last, as insert clears owner
464 new_symptom->set_owner (disease->owner);
465
496 return 1; 466 return 1;
497 } 467 }
498 468
499 /* now deal with progressing diseases: we increase the debility 469 /* now deal with progressing diseases: we increase the debility
500 * caused by the symptoms. 470 * caused by the symptoms.
501 */ 471 */
502
503 if (disease->stats.ac != 0) 472 if (disease->stats.ac)
504 { 473 {
505 float scale; 474 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
506 475
507 symptom->value += disease->stats.ac;
508 scale = 1.0 + symptom->value / 100.0; 476 float scale = 1.f + symptom->value / 100.f;
477
509 /* now rescale all the debilities */ 478 /* now rescale all the debilities */
510 symptom->stats.Str = (int) (scale * disease->stats.Str); 479 for (int i = 0; i < NUM_STATS; ++i)
511 symptom->stats.Dex = (int) (scale * disease->stats.Dex); 480 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
512 symptom->stats.Con = (int) (scale * disease->stats.Con); 481
513 symptom->stats.Wis = (int) (scale * disease->stats.Wis);
514 symptom->stats.Int = (int) (scale * disease->stats.Int);
515 symptom->stats.Pow = (int) (scale * disease->stats.Pow);
516 symptom->stats.Cha = (int) (scale * disease->stats.Cha);
517 symptom->stats.dam = (int) (scale * disease->stats.dam); 482 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
518 symptom->stats.sp = (int) (scale * disease->stats.sp);
519 symptom->stats.food = (int) (scale * disease->last_eat); 483 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
520 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); 484 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
521 symptom->last_sp = (int) (scale * disease->last_sp); 485 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
486 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
522 symptom->stats.exp = 0; 487 symptom->stats.exp = 0;
523 symptom->stats.hp = (int) (scale * disease->stats.hp); 488 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
524 symptom->msg = disease->msg; 489 symptom->msg = disease->msg;
525 symptom->attacktype = disease->attacktype; 490 symptom->attacktype = disease->attacktype;
526 symptom->other_arch = disease->other_arch; 491 symptom->other_arch = disease->other_arch;
527 } 492 }
493
528 SET_FLAG (symptom, FLAG_APPLIED); 494 SET_FLAG (symptom, FLAG_APPLIED);
529 fix_player (victim); 495 victim->update_stats ();
496
530 return 1; 497 return 1;
531} 498}
532
533 499
534/* grants immunity to plagues we've seen before. */ 500/* grants immunity to plagues we've seen before. */
535int 501int
536grant_immunity (object *disease) 502grant_immunity (object *disease)
537{ 503{
539 object *walk; 505 object *walk;
540 506
541 /* Don't give immunity to this disease if last_heal is set. */ 507 /* Don't give immunity to this disease if last_heal is set. */
542 if (disease->last_heal) 508 if (disease->last_heal)
543 return 0; 509 return 0;
510
544 /* first, search for an immunity of the same name */ 511 /* first, search for an immunity of the same name */
545 for (walk = disease->env->inv; walk; walk = walk->below) 512 for (walk = disease->env->inv; walk; walk = walk->below)
546 {
547 if (walk->type == 98 && !strcmp (disease->name, walk->name)) 513 if (walk->type == 98 && disease->name == walk->name)
548 { 514 {
549 walk->level = disease->level; 515 walk->level = disease->level;
550 return 1; /* just update the existing immunity. */ 516 return 1; /* just update the existing immunity. */
551 } 517 }
552 } 518
553 immunity = get_archetype ("immunity"); 519 immunity = get_archetype ("immunity");
520
554 immunity->name = disease->name; 521 immunity->name = disease->name;
555 immunity->level = disease->level; 522 immunity->level = disease->level;
556 immunity->move_block = 0; 523 immunity->move_block = 0;
524
557 insert_ob_in_ob (immunity, disease->env); 525 insert_ob_in_ob (immunity, disease->env);
526
558 return 1; 527 return 1;
559
560} 528}
561
562 529
563/* make the symptom do the nasty things it does */ 530/* make the symptom do the nasty things it does */
564
565int 531int
566move_symptom (object *symptom) 532move_symptom (object *symptom)
567{ 533{
568 object *victim = symptom->env; 534 object *victim = symptom->env;
569 object *new_ob; 535 object *new_ob;
570 int sp_reduce; 536 int sp_reduce;
571 537
572 if (victim == NULL || victim->map == NULL) 538 if (!victim || !victim->map)
573 { /* outside a monster/player, die immediately */ 539 { /* outside a monster/player, die immediately */
574 symptom->destroy (); 540 symptom->destroy ();
575 return 0; 541 return 0;
576 } 542 }
577 543
578 if (symptom->stats.dam > 0) 544 if (symptom->stats.dam > 0)
579 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 545 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
580 else 546 else
581 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); 547 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
582 548
583 if (symptom->stats.maxsp > 0) 549 if (symptom->stats.maxsp > 0)
584 sp_reduce = symptom->stats.maxsp; 550 sp_reduce = symptom->stats.maxsp;
585 else 551 else
586 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); 552 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
553
587 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); 554 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
588 555
589 /* create the symptom "other arch" object and drop it here 556 /* create the symptom "other arch" object and drop it here
590 * under every part of the monster 557 * under every part of the monster
591 * The victim may well have died. 558 * The victim may well have died.
592 */ 559 */
593
594 if (victim->map == NULL) 560 if (victim->map)
595 return 0; 561 {
562 victim->play_sound (symptom->sound);
563
596 if (symptom->other_arch) 564 if (symptom->other_arch)
597 { 565 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
598 object *tmp;
599
600 tmp = victim;
601 if (tmp->head != NULL)
602 tmp = tmp->head;
603 for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more)
604 { 566 {
605 new_ob = arch_to_object (symptom->other_arch); 567 new_ob = arch_to_object (symptom->other_arch);
606 new_ob->x = tmp->x; 568 new_ob->x = tmp->x;
607 new_ob->y = tmp->y; 569 new_ob->y = tmp->y;
608 new_ob->map = victim->map; 570 new_ob->map = victim->map;
609 insert_ob_in_map (new_ob, victim->map, victim, 0); 571 insert_ob_in_map (new_ob, victim->map, victim, 0);
610 } 572 }
611 } 573 }
574
612 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 575 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
613 576
614 return 1; 577 return 1;
615} 578}
616 579
617
618/* possibly infect due to direct physical contact 580/* possibly infect due to direct physical contact
619 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 581 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
620
621int 582int
622check_physically_infect (object *victim, object *hitter) 583check_physically_infect (object *victim, object *hitter)
623{ 584{
624 object *walk;
625
626 /* search for diseases, give every disease a chance to infect */ 585 /* search for diseases, give every disease a chance to infect */
627 for (walk = hitter->inv; walk != NULL; walk = walk->below) 586 for (object *disease = hitter->inv; disease; disease = disease->below)
628 if (walk->type == DISEASE) 587 if (disease->type == DISEASE)
629 infect_object (victim, walk, 0); 588 infect_object (victim, disease, 0);
589
630 return 1; 590 return 1;
631} 591}
632 592
633/* find a disease in someone*/ 593// find a disease in someone
634object * 594object *
635find_disease (object *victim) 595find_disease (object *victim)
636{ 596{
637 object *walk; 597 for (object *disease = victim->inv; disease; disease = disease->below)
638
639 for (walk = victim->inv; walk; walk = walk->below)
640 if (walk->type == DISEASE) 598 if (disease->type == DISEASE)
641 return walk; 599 return disease;
600
642 return NULL; 601 return 0;
643} 602}
644 603
645/* do the cure disease stuff, from the spell "cure disease" */ 604/* do the cure disease stuff, from the spell "cure disease" */
646
647int 605int
648cure_disease (object *sufferer, object *caster) 606cure_disease (object *sufferer, object *caster, object *spell)
649{ 607{
650 object *disease, *next; 608 object *disease, *next;
651 int casting_level;
652 int cure = 0; 609 int cure = 0;
653 610
654 if (caster)
655 casting_level = caster->level;
656 else
657 casting_level = 1000; /* if null caster, CURE all. */ 611 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
658 612
659 for (disease = sufferer->inv; disease; disease = next) 613 for (disease = sufferer->inv; disease; disease = next)
660 { 614 {
661 next = disease->below; 615 next = disease->below;
662 616
663 if (disease->type == DISEASE) 617 if (disease->type == DISEASE)
664 { /* attempt to cure this disease */ 618 { /* attempt to cure this disease */
665 /* If caster lvel is higher than disease level, cure chance 619 /* If caster level is higher than disease level, cure chance
666 * is automatic. If lower, then the chance is basically 620 * is automatic. If lower, then the chance is basically
667 * 1 in level_diff - if there is a 5 level difference, chance 621 * 1 in level_diff - if there is a 5 level difference, chance
668 * is 1 in 5. 622 * is 1 in 5.
669 */ 623 */
670 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 624 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
671 { 625 {
672
673 remove_symptoms (disease); 626 remove_symptoms (disease);
674 cure = 1; 627 cure = 1;
675 628
676 if (caster) 629 if (caster && spell)
677 change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); 630 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
678 631
679 disease->destroy (); 632 disease->destroy ();
680 } 633 }
681 } 634 }
682 } 635 }
636
683 if (cure) 637 if (cure)
684 { 638 {
685 /* Only draw these messages once */ 639 /* Only draw these messages once */
686 if (caster) 640 if (caster)
687 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); 641 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
642
688 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); 643 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
689 } 644 }
645
690 return 1; 646 return 1;
691} 647}
692 648
693/* reduces disease progression: reduce_symptoms 649/* reduces disease progression: reduce_symptoms
694 * return true if we actually reduce a disease. 650 * return true if we actually reduce a disease.
695 */ 651 */
696
697int 652int
698reduce_symptoms (object *sufferer, int reduction) 653reduce_symptoms (object *sufferer, int reduction)
699{ 654{
700 object *walk; 655 object *walk;
701 int success = 0; 656 int success = 0;
705 if (walk->type == SYMPTOM) 660 if (walk->type == SYMPTOM)
706 { 661 {
707 if (walk->value > 0) 662 if (walk->value > 0)
708 { 663 {
709 success = 1; 664 success = 1;
710 walk->value = MAX (0, walk->value - 2 * reduction); 665 walk->value = max (0, walk->value - 2 * reduction);
711 /* give the disease time to modify this symptom, 666 /* give the disease time to modify this symptom,
712 * and reduce its severity. */ 667 * and reduce its severity. */
713 walk->speed_left = 0; 668 walk->speed_left = 0;
714 } 669 }
715 } 670 }
716 } 671 }
672
717 if (success) 673 if (success)
718 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 674 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
675
719 return success; 676 return success;
720} 677}

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