ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/disease.C
(Generate patch)

Comparing deliantra/server/server/disease.C (file contents):
Revision 1.10 by root, Wed Dec 13 00:42:04 2006 UTC vs.
Revision 1.49 by root, Sun Dec 28 07:37:55 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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
140 Diseases may be contageous. They are objects which exist in a player's 137 Diseases may be contageous. They are objects which exist in a player's
141inventory. They themselves do nothing, except modify Symptoms, or 138inventory. They themselves do nothing, except modify Symptoms, or
142spread to other live objects. Symptoms are what actually damage the player: 139spread to other live objects. Symptoms are what actually damage the player:
143these are their own object. */ 140these are their own object. */
144 141
142/* grants immunity to plagues we've seen before. */
143static int
144grant_immunity (object *disease)
145{
146 object *immunity;
147 object *walk;
148
149 /* Don't give immunity to this disease if last_heal is set. */
150 if (disease->last_heal)
151 return 0;
152
153 /* first, search for an immunity of the same name */
154 for (walk = disease->env->inv; walk; walk = walk->below)
155 if (walk->type == 98 && disease->name == walk->name)
156 {
157 walk->level = disease->level;
158 return 1; /* just update the existing immunity. */
159 }
160
161 immunity = get_archetype ("immunity");
162
163 immunity->name = disease->name;
164 immunity->level = disease->level;
165 immunity->move_block = 0;
166
167 insert_ob_in_ob (immunity, disease->env);
168
169 return 1;
170}
171
172/* argument is a disease */
173static object *
174find_symptom (object *disease)
175{
176 /* check the inventory for symptoms */
177 for (object *walk = disease->env->inv; walk; walk = walk->below)
178 if (walk->name == disease->name && walk->type == SYMPTOM)
179 return walk;
180
181 return NULL;
182}
183
184/* remove any symptoms of disease
185 * Modified by MSW 2003-03-28 do try to find all the symptom the
186 * player may have - I think through some odd interactoins with
187 * disease level and player level and whatnot, a player could get
188 * more than one symtpom to a disease.
189 */
190static int
191remove_symptoms (object *disease)
192{
193 object *symptom, *victim = NULL;
194
195 while ((symptom = find_symptom (disease)) != NULL)
196 {
197 if (!victim)
198 victim = symptom->env;
199
200 symptom->destroy ();
201 }
202
203 if (victim)
204 victim->update_stats ();
205
206 return 0;
207}
208
209/* searches around for more victims to infect */
210static int
211check_infection (object *disease)
212{
213 int range = abs (disease->magic);
214
215 object *op = disease->env->outer_env ();
216
217 if (!op->is_on_map ())
218 return 0;
219
220 unordered_mapwalk (op, -range, -range, range, range)
221 {
222 mapspace &ms = m->at (nx, ny);
223
224 if (ms.flags () & P_IS_ALIVE)
225 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
226 infect_object (tmp, disease, 0);
227 }
228
229 return 1;
230}
231
145/* check if victim is susceptible to disease. */ 232/* check if victim is susceptible to disease. */
146static int 233static int
147is_susceptible_to_disease (object *victim, object *disease) 234is_susceptible_to_disease (object *victim, object *disease)
148{ 235{
149 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 236 if (!QUERY_FLAG (victim, FLAG_ALIVE))
150 return 0; 237 return 0;
151 238
239 if (victim->flag [FLAG_WIZ])
240 return 0;
241
152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 242 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
153 return 1; 243 return 1;
154 244
155 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) 245 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
156 return 1; 246 return 1;
157 247
158 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) 248 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
159 return 1; 249 return 1;
160 250
161 return 0; 251 return 0;
162} 252}
163 253
254/* this function monitors the symptoms caused by the disease (if any),
255causes symptoms, and modifies existing symptoms in the case of
256existing diseases. */
257static int
258do_symptoms (object *disease)
259{
260 object *symptom;
261 object *victim;
262 object *tmp;
263
264 victim = disease->env;
265
266 if (!victim)
267 return 0; /* no-one to inflict symptoms on */
268
269 /* This is a quick hack - for whatever reason, disease->env will point
270 * back to disease, causing endless loops. Why this happens really needs
271 * to be found, but this should at least prevent the infinite loops.
272 */
273 //TODO: should no longer be the case, monitor, and remove
274 if (victim == disease)
275 {
276 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
277 return 0;
278 }
279
280 symptom = find_symptom (disease);
281 if (!symptom)
282 {
283 /* no symptom? need to generate one! */
284
285 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
286 if (!is_susceptible_to_disease (victim, disease))
287 return 0;
288
289 /* check for an actual immunity */
290 /* do an immunity check */
291 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
292 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
293 if (tmp->name == disease->name && tmp->level >= disease->level)
294 return 0; /* Immune! */
295
296 object *new_symptom = get_archetype ("symptom");
297
298 /* Something special done with dam. We want diseases to be more
299 * random in what they'll kill, so we'll make the damage they
300 * do random, note, this has a weird effect with progressive diseases.
301 */
302 if (disease->stats.dam)
303 {
304 int dam = disease->stats.dam;
305
306 /* reduce the damage, on average, 50%, and making things random. */
307
308 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
309 if (disease->stats.dam < 0)
310 dam = -dam;
311
312 new_symptom->stats.dam = dam;
313 }
314
315 new_symptom->stats.maxsp = disease->stats.maxsp;
316 new_symptom->stats.food = new_symptom->stats.maxgrace;
317
318 new_symptom->name = new_symptom->name_pl = disease->name;
319
320 new_symptom->level = disease->level;
321 new_symptom->speed = disease->speed;
322 new_symptom->value = 0;
323
324 for (int i = 0; i < NUM_STATS; ++i)
325 new_symptom->stats.stat (i) = disease->stats.stat (i);
326
327 new_symptom->stats.sp = disease->stats.sp;
328 new_symptom->stats.food = disease->last_eat;
329 new_symptom->stats.maxsp = disease->stats.maxsp;
330 new_symptom->last_sp = disease->last_sp;
331 new_symptom->stats.exp = 0;
332 new_symptom->stats.hp = disease->stats.hp;
333 new_symptom->msg = disease->msg;
334 new_symptom->attacktype = disease->attacktype;
335 new_symptom->other_arch = disease->other_arch;
336 new_symptom->skill = disease->skill;
337
338 new_symptom->move_block = 0;
339
340 victim->head_ ()->insert (new_symptom);
341
342 // set owner last, as insert clears owner
343 new_symptom->set_owner (disease->owner);
344
345 return 1;
346 }
347
348 /* now deal with progressing diseases: we increase the debility
349 * caused by the symptoms.
350 */
351 if (disease->stats.ac)
352 {
353 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
354
355 float scale = 1.f + symptom->value / 100.f;
356
357 /* now rescale all the debilities */
358 for (int i = 0; i < NUM_STATS; ++i)
359 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
360
361 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
362 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
363 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
364 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
365 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
366 symptom->stats.exp = 0;
367 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
368 symptom->msg = disease->msg;
369 symptom->attacktype = disease->attacktype;
370 symptom->other_arch = disease->other_arch;
371 }
372
373 SET_FLAG (symptom, FLAG_APPLIED);
374 victim->update_stats ();
375
376 return 1;
377}
378
164int 379int
165move_disease (object *disease) 380move_disease (object *disease)
166{ 381{
167 /* first task is to determine if the disease is inside or outside of someone. 382 /* First task is to determine if the disease is inside or outside of someone.
168 * If outside, we decrement 'value' until we're gone. 383 * If outside, we decrement 'value' until we're gone.
169 */ 384 */
170 385
171 if (disease->env == NULL) 386 if (!disease->env)
172 { /* we're outside of someone */ 387 { /* we're outside of someone */
173 if (disease->stats.maxhp > 0) 388 if (disease->stats.maxhp > 0)
174 disease->value--; 389 disease->value--;
175 390
176 if (disease->value == 0) 391 if (!disease->value)
177 { 392 {
178 disease->destroy (); 393 disease->destroy ();
179 return 1; 394 return 1;
180 } 395 }
181 } 396 }
182 else 397 else
183 { 398 {
184 /* if we're inside a person, have the disease run its course */ 399 /* if we're inside a person, have the disease run its course */
185 /* negative foods denote "perpetual" diseases. */ 400 /* negative/zero food denotes "perpetual" diseases. */
186 if (disease->stats.food > 0) 401 if (disease->stats.food > 0)
187 { 402 {
188 disease->stats.food--; 403 disease->stats.food--;
189 404
190 if (disease->stats.food == 0) 405 if (!disease->stats.food)
191 { 406 {
192 remove_symptoms (disease); /* remove the symptoms of this disease */ 407 remove_symptoms (disease); /* remove the symptoms of this disease */
193 grant_immunity (disease); 408 grant_immunity (disease);
194 disease->destroy (); 409 disease->destroy ();
195 return 1; 410 return 1;
204 if (disease->env && is_susceptible_to_disease (disease->env, disease)) 419 if (disease->env && is_susceptible_to_disease (disease->env, disease))
205 do_symptoms (disease); 420 do_symptoms (disease);
206 421
207 return 0; 422 return 0;
208} 423}
209
210/* remove any symptoms of disease
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
213 * disease level and player level and whatnot, a player could get
214 * more than one symtpom to a disease.
215 */
216
217int
218remove_symptoms (object *disease)
219{
220 object *symptom, *victim = NULL;
221
222 while ((symptom = find_symptom (disease)) != NULL)
223 {
224 if (!victim)
225 victim = symptom->env;
226
227 symptom->destroy ();
228 }
229
230 if (victim)
231 fix_player (victim);
232 return 0;
233}
234
235/* argument is a disease */
236object *
237find_symptom (object *disease)
238{
239 object *walk;
240
241 /* check the inventory for symptoms */
242 for (walk = disease->env->inv; walk; walk = walk->below)
243 if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM)
244 return walk;
245 return NULL;
246}
247
248/* searches around for more victims to infect */
249int
250check_infection (object *disease)
251{
252 int x, y, range, mflags;
253 maptile *map, *map2;
254 object *tmp;
255
256 range = abs (disease->magic);
257
258 if (disease->env)
259 {
260 x = disease->env->x;
261 y = disease->env->y;
262 map = disease->env->map;
263 }
264 else
265 {
266 x = disease->x;
267 y = disease->y;
268 map = disease->map;
269 }
270
271 if (!map)
272 return 0;
273
274 for (int i = x - range; i <= x + range; i++)
275 for (int j = y - range; j <= y + range; j++)
276 {
277 sint16 i2, j2;
278 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
279
280 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
281 for (tmp = get_map_ob (map2, i2, j2); tmp; tmp = tmp->above)
282 infect_object (tmp, disease, 0);
283 }
284
285 return 1;
286}
287
288 424
289/* check to see if an object is infectable: 425/* check to see if an object is infectable:
290 * objects with immunity aren't infectable. 426 * objects with immunity aren't infectable.
291 * objects already infected aren't infectable. 427 * objects already infected aren't infectable.
292 * dead objects aren't infectable. 428 * dead objects aren't infectable.
311 /* roll the dice on infection before doing the inventory check! */ 447 /* roll the dice on infection before doing the inventory check! */
312 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) 448 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
313 return 0; 449 return 0;
314 450
315 /* do an immunity check */ 451 /* do an immunity check */
316 if (victim->head)
317 tmp = victim->head->inv;
318 else
319 tmp = victim->inv;
320 452
321 /* There used to (IMO) be a flaw in the below - it used to be the case 453 /* 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 454 * 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 455 * 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 456 * (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 457 * they were cast in that same order. Instead, change it so that
326 * if you diseased, you can't get diseased more. 458 * if you diseased, you can't get diseased more.
327 */ 459 */
328 460
329 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 461 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
330 {
331 if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 462 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
332 return 0; /*Immune! */ 463 return 0; /* Immune! */
333 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) 464 else if (tmp->type == DISEASE && tmp->name == disease->name)
334 return 0; /* already diseased */ 465 return 0; /* already diseased */
335 }
336 466
337 /* If we've gotten this far, go ahead and infect the victim. */ 467 /* If we've gotten this far, go ahead and infect the victim. */
468
338 new_disease = disease->clone (); 469 new_disease = disease->clone ();
470
339 new_disease->stats.food = disease->stats.maxgrace; 471 new_disease->stats.food = disease->stats.maxgrace;
340 new_disease->value = disease->stats.maxhp; 472 new_disease->value = disease->stats.maxhp;
341 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 473 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
342 474
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' 475 /* This appears to be a horrible case of overloading 'NO_PASS'
371 * for meaning in the diseases. 476 * for meaning in the diseases.
372 */ 477 */
373 new_disease->move_block = 0; 478 new_disease->move_block = 0;
479
480 // insert before setting the owner
481 victim->head_ ()->insert (new_disease);
482
483 if (disease->owner)
484 new_disease->set_owner (disease->owner);
485 else if (object *pl = disease->in_player ())
486 /* for diseases which are passed by hitting, set owner and skill */
487 new_disease->set_owner (pl);
488
374 if (new_disease->owner && new_disease->owner->type == PLAYER) 489 if (new_disease->owner && new_disease->owner->type == PLAYER)
375 { 490 {
376 char buf[128]; 491 const char *buf;
377 492
378 /* if the disease has a title, it has a special infection message 493 /* if the disease has a title, it has a special infection message
379 * This messages is printed in the form MESSAGE victim 494 * This messages is printed in the form MESSAGE victim
380 */ 495 */
381 if (new_disease->title) 496 if (new_disease->title)
382 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 497 buf = format ("%s %s!!", &disease->title, &victim->name);
383 else 498 else
384 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); 499 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
385 500
386 if (victim->type == PLAYER) 501 if (victim->type == PLAYER)
387 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 502 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
388 else 503 else
389 new_draw_info (0, 4, new_disease->owner, buf); 504 new_draw_info (0, 4, new_disease->owner, buf);
390 } 505 }
506
391 if (victim->type == PLAYER) 507 if (victim->type == PLAYER)
392 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); 508 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
393 509
394 return 1; 510 return 1;
395
396} 511}
397
398
399
400/* this function monitors the symptoms caused by the disease (if any),
401causes symptoms, and modifies existing symptoms in the case of
402existing diseases. */
403
404int
405do_symptoms (object *disease)
406{
407 object *symptom;
408 object *victim;
409 object *tmp;
410
411 victim = disease->env;
412
413 /* This is a quick hack - for whatever reason, disease->env will point
414 * back to disease, causing endless loops. Why this happens really needs
415 * to be found, but this should at least prevent the infinite loops.
416 */
417
418 if (victim == NULL || victim == disease)
419 return 0; /* no-one to inflict symptoms on */
420
421 symptom = find_symptom (disease);
422 if (symptom == NULL)
423 {
424 /* no symptom? need to generate one! */
425 object *new_symptom;
426
427 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
428 if (!is_susceptible_to_disease (victim, disease))
429 return 0;
430
431 /* check for an actual immunity */
432 /* do an immunity check */
433 if (victim->head)
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 */
441 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level)
442 return 0; /*Immune! */
443 }
444
445 new_symptom = get_archetype (ARCH_SYMPTOM);
446
447 /* 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
449 * do random, note, this has a weird effect with progressive diseases.
450 */
451 if (disease->stats.dam != 0)
452 {
453 int dam = disease->stats.dam;
454
455 /* reduce the damage, on average, 50%, and making things random. */
456
457 dam = random_roll (1, FABS (dam), victim, PREFER_LOW);
458 if (disease->stats.dam < 0)
459 dam = -dam;
460 new_symptom->stats.dam = dam;
461 }
462
463
464 new_symptom->stats.maxsp = disease->stats.maxsp;
465 new_symptom->stats.food = new_symptom->stats.maxgrace;
466
467 new_symptom->name = new_symptom->name_pl = disease->name;
468
469 new_symptom->level = disease->level;
470 new_symptom->speed = disease->speed;
471 new_symptom->value = 0;
472 new_symptom->stats.Str = disease->stats.Str;
473 new_symptom->stats.Dex = disease->stats.Dex;
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;
480 new_symptom->stats.food = disease->last_eat;
481 new_symptom->stats.maxsp = disease->stats.maxsp;
482 new_symptom->last_sp = disease->last_sp;
483 new_symptom->stats.exp = 0;
484 new_symptom->stats.hp = disease->stats.hp;
485 new_symptom->msg = disease->msg;
486 new_symptom->attacktype = disease->attacktype;
487 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;
493
494 new_symptom->move_block = 0;
495 insert_ob_in_ob (new_symptom, victim);
496 return 1;
497 }
498
499 /* now deal with progressing diseases: we increase the debility
500 * caused by the symptoms.
501 */
502
503 if (disease->stats.ac != 0)
504 {
505 float scale;
506
507 symptom->value += disease->stats.ac;
508 scale = 1.0 + symptom->value / 100.0;
509 /* now rescale all the debilities */
510 symptom->stats.Str = (int) (scale * disease->stats.Str);
511 symptom->stats.Dex = (int) (scale * disease->stats.Dex);
512 symptom->stats.Con = (int) (scale * disease->stats.Con);
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);
518 symptom->stats.sp = (int) (scale * disease->stats.sp);
519 symptom->stats.food = (int) (scale * disease->last_eat);
520 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp);
521 symptom->last_sp = (int) (scale * disease->last_sp);
522 symptom->stats.exp = 0;
523 symptom->stats.hp = (int) (scale * disease->stats.hp);
524 symptom->msg = disease->msg;
525 symptom->attacktype = disease->attacktype;
526 symptom->other_arch = disease->other_arch;
527 }
528 SET_FLAG (symptom, FLAG_APPLIED);
529 fix_player (victim);
530 return 1;
531}
532
533
534/* grants immunity to plagues we've seen before. */
535int
536grant_immunity (object *disease)
537{
538 object *immunity;
539 object *walk;
540
541 /* Don't give immunity to this disease if last_heal is set. */
542 if (disease->last_heal)
543 return 0;
544 /* first, search for an immunity of the same name */
545 for (walk = disease->env->inv; walk; walk = walk->below)
546 {
547 if (walk->type == 98 && !strcmp (disease->name, walk->name))
548 {
549 walk->level = disease->level;
550 return 1; /* just update the existing immunity. */
551 }
552 }
553 immunity = get_archetype ("immunity");
554 immunity->name = disease->name;
555 immunity->level = disease->level;
556 immunity->move_block = 0;
557 insert_ob_in_ob (immunity, disease->env);
558 return 1;
559
560}
561
562 512
563/* make the symptom do the nasty things it does */ 513/* make the symptom do the nasty things it does */
564
565int 514int
566move_symptom (object *symptom) 515move_symptom (object *symptom)
567{ 516{
568 object *victim = symptom->env; 517 object *victim = symptom->env;
569 object *new_ob; 518 object *new_ob;
570 int sp_reduce; 519 int sp_reduce;
571 520
572 if (victim == NULL || victim->map == NULL) 521 if (!victim || !victim->map)
573 { /* outside a monster/player, die immediately */ 522 { /* outside a monster/player, die immediately */
574 symptom->destroy (); 523 symptom->destroy ();
575 return 0; 524 return 0;
576 } 525 }
577 526
578 if (symptom->stats.dam > 0) 527 if (symptom->stats.dam > 0)
579 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 528 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
580 else 529 else
581 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); 530 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100), symptom, symptom->attacktype, 1);
582 531
583 if (symptom->stats.maxsp > 0) 532 if (symptom->stats.maxsp > 0)
584 sp_reduce = symptom->stats.maxsp; 533 sp_reduce = symptom->stats.maxsp;
585 else 534 else
586 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); 535 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100);
536
587 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); 537 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
588 538
589 /* create the symptom "other arch" object and drop it here 539 /* create the symptom "other arch" object and drop it here
590 * under every part of the monster 540 * under every part of the monster
591 * The victim may well have died. 541 * The victim may well have died.
592 */ 542 */
593
594 if (victim->map == NULL) 543 if (victim->map)
595 return 0; 544 {
545 victim->play_sound (symptom->sound);
546
596 if (symptom->other_arch) 547 if (symptom->other_arch)
597 { 548 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 { 549 {
605 new_ob = arch_to_object (symptom->other_arch); 550 new_ob = arch_to_object (symptom->other_arch);
606 new_ob->x = tmp->x; 551 new_ob->x = tmp->x;
607 new_ob->y = tmp->y; 552 new_ob->y = tmp->y;
608 new_ob->map = victim->map; 553 new_ob->map = victim->map;
609 insert_ob_in_map (new_ob, victim->map, victim, 0); 554 insert_ob_in_map (new_ob, victim->map, victim, 0);
610 } 555 }
611 } 556 }
557
612 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 558 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
613 559
614 return 1; 560 return 1;
615} 561}
616 562
617
618/* possibly infect due to direct physical contact 563/* possibly infect due to direct physical contact
619 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 564 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
620
621int 565int
622check_physically_infect (object *victim, object *hitter) 566check_physically_infect (object *victim, object *hitter)
623{ 567{
624 object *walk;
625
626 /* search for diseases, give every disease a chance to infect */ 568 /* search for diseases, give every disease a chance to infect */
627 for (walk = hitter->inv; walk != NULL; walk = walk->below) 569 for (object *disease = hitter->inv; disease; disease = disease->below)
628 if (walk->type == DISEASE) 570 if (disease->type == DISEASE)
629 infect_object (victim, walk, 0); 571 infect_object (victim, disease, 0);
572
630 return 1; 573 return 1;
631} 574}
632 575
633/* find a disease in someone*/ 576// find a disease in someone
634object * 577object *
635find_disease (object *victim) 578find_disease (object *victim)
636{ 579{
637 object *walk; 580 for (object *disease = victim->inv; disease; disease = disease->below)
638
639 for (walk = victim->inv; walk; walk = walk->below)
640 if (walk->type == DISEASE) 581 if (disease->type == DISEASE)
641 return walk; 582 return disease;
583
642 return NULL; 584 return 0;
643} 585}
644 586
645/* do the cure disease stuff, from the spell "cure disease" */ 587/* do the cure disease stuff, from the spell "cure disease" */
646
647int 588int
648cure_disease (object *sufferer, object *caster) 589cure_disease (object *sufferer, object *caster, object *spell)
649{ 590{
650 object *disease, *next; 591 object *disease, *next;
651 int casting_level;
652 int cure = 0; 592 int cure = 0;
653 593
654 if (caster)
655 casting_level = caster->level;
656 else
657 casting_level = 1000; /* if null caster, CURE all. */ 594 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
658 595
659 for (disease = sufferer->inv; disease; disease = next) 596 for (disease = sufferer->inv; disease; disease = next)
660 { 597 {
661 next = disease->below; 598 next = disease->below;
662 599
663 if (disease->type == DISEASE) 600 if (disease->type == DISEASE)
664 { /* attempt to cure this disease */ 601 { /* attempt to cure this disease */
665 /* If caster lvel is higher than disease level, cure chance 602 /* If caster level is higher than disease level, cure chance
666 * is automatic. If lower, then the chance is basically 603 * is automatic. If lower, then the chance is basically
667 * 1 in level_diff - if there is a 5 level difference, chance 604 * 1 in level_diff - if there is a 5 level difference, chance
668 * is 1 in 5. 605 * is 1 in 5.
669 */ 606 */
670 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 607 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
671 { 608 {
672
673 remove_symptoms (disease); 609 remove_symptoms (disease);
674 cure = 1; 610 cure = 1;
675 611
676 if (caster) 612 if (caster && spell)
677 change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); 613 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
678 614
679 disease->destroy (); 615 disease->destroy ();
680 } 616 }
681 } 617 }
682 } 618 }
619
683 if (cure) 620 if (cure)
684 { 621 {
685 /* Only draw these messages once */ 622 /* Only draw these messages once */
686 if (caster) 623 if (caster)
687 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); 624 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
625
688 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); 626 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
689 } 627 }
628
690 return 1; 629 return 1;
691} 630}
692 631
693/* reduces disease progression: reduce_symptoms 632/* reduces disease progression: reduce_symptoms
694 * return true if we actually reduce a disease. 633 * return true if we actually reduce a disease.
695 */ 634 */
696
697int 635int
698reduce_symptoms (object *sufferer, int reduction) 636reduce_symptoms (object *sufferer, int reduction)
699{ 637{
700 object *walk; 638 object *walk;
701 int success = 0; 639 int success = 0;
705 if (walk->type == SYMPTOM) 643 if (walk->type == SYMPTOM)
706 { 644 {
707 if (walk->value > 0) 645 if (walk->value > 0)
708 { 646 {
709 success = 1; 647 success = 1;
710 walk->value = MAX (0, walk->value - 2 * reduction); 648 walk->value = max (0, walk->value - 2 * reduction);
711 /* give the disease time to modify this symptom, 649 /* give the disease time to modify this symptom,
712 * and reduce its severity. */ 650 * and reduce its severity. */
713 walk->speed_left = 0; 651 walk->speed_left = 0;
714 } 652 }
715 } 653 }
716 } 654 }
655
717 if (success) 656 if (success)
718 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 657 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
658
719 return success; 659 return success;
720} 660}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines