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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 1.66 by root, Sun May 2 20:57:53 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* This file contains all the code implementing diseases, 25/* This file contains all the code implementing diseases,
25 except for odds and ends in attack.c and in 26 * except for odds and ends in attack.c and in
26 living.c*/ 27 * living.c
27 28 */
28
29 29
30/* 30/*
31 31
32For DISEASES: 32For DISEASES:
33Stat Property Definition 33Stat Property Definition
45dam^ Damage How much damage it does (%?). 45dam^ Damage How much damage it does (%?).
46maxgrace+ Duration How long before the disease is naturally cured. 46maxgrace+ Duration How long before the disease is naturally cured.
47food DurCount Counter for Duration 47food DurCount Counter for Duration
48 48
49speed Speed How often the disease moves. 49speed Speed How often the disease moves.
50last_sp^ Lethargy Percentage of max speed--10 = 10% speed. 50last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
51 51
52maxsp^ Mana deplete Saps mana. 52maxsp^ Mana deplete Saps mana.
53ac^ Progressiveness How the diseases increases in severity. 53ac^ Progressiveness How the diseases increases in severity.
54last_eat*^ Deplete food saps food if negative 54last_eat*^ Deplete food saps food if negative
55last_heal GrantImmunity If nonzero, disease does NOT grant immunity 55last_heal GrantImmunity If nonzero, disease does NOT grant immunity
126 126
127 127
128#include <global.h> 128#include <global.h>
129#include <object.h> 129#include <object.h>
130#include <living.h> 130#include <living.h>
131#ifndef __CEXTRACT__
132# include <sproto.h> 131#include <sproto.h>
133#endif
134#include <spells.h> 132#include <spells.h>
135#include <sounds.h> 133#include <sounds.h>
136#include <skills.h> 134#include <skills.h>
137 135
138/* IMPLEMENTATION NOTES 136/* IMPLEMENTATION NOTES
140 Diseases may be contageous. They are objects which exist in a player's 138 Diseases may be contageous. They are objects which exist in a player's
141inventory. They themselves do nothing, except modify Symptoms, or 139inventory. They themselves do nothing, except modify Symptoms, or
142spread to other live objects. Symptoms are what actually damage the player: 140spread to other live objects. Symptoms are what actually damage the player:
143these are their own object. */ 141these are their own object. */
144 142
143/* grants immunity to plagues we've seen before. */
144static int
145grant_immunity (object *disease)
146{
147 object *immunity;
148 object *walk;
149
150 /* Don't give immunity to this disease if last_heal is set. */
151 if (disease->last_heal)
152 return 0;
153
154 /* first, search for an immunity of the same name */
155 for (walk = disease->env->inv; walk; walk = walk->below)
156 if (disease->name == walk->name && walk->is_immunity ())
157 {
158 walk->level = disease->level;
159 return 1; /* just update the existing immunity. */
160 }
161
162 immunity = get_archetype (shstr_immunity);
163
164 immunity->name = disease->name;
165 immunity->level = disease->level;
166 immunity->move_block = 0;
167
168 insert_ob_in_ob (immunity, disease->env);
169
170 return 1;
171}
172
173/* argument is a disease */
174static object *
175find_symptom (object *disease)
176{
177 /* check the inventory for symptoms */
178 for (object *walk = disease->env->inv; walk; walk = walk->below)
179 if (walk->name == disease->name && walk->type == SYMPTOM)
180 return walk;
181
182 return NULL;
183}
184
185/* remove any symptoms of disease
186 * Modified by MSW 2003-03-28 do try to find all the symptom the
187 * player may have - I think through some odd interactoins with
188 * disease level and player level and whatnot, a player could get
189 * more than one symtpom to a disease.
190 */
191static int
192remove_symptoms (object *disease)
193{
194 object *symptom, *victim = NULL;
195
196 while ((symptom = find_symptom (disease)) != NULL)
197 {
198 if (!victim)
199 victim = symptom->env;
200
201 symptom->destroy ();
202 }
203
204 if (victim)
205 victim->update_stats ();
206
207 return 0;
208}
209
210/* searches around for more victims to infect */
211static int
212check_infection (object *disease)
213{
214 int range = abs (disease->magic);
215
216 object *op = disease->outer_env_or_self ();
217
218 if (!op->is_on_map ())
219 return 0;
220
221 dynbuf buf;
222 unordered_mapwalk (buf, op, -range, -range, range, range)
223 {
224 mapspace &ms = m->at (nx, ny);
225
226 if (ms.flags () & P_IS_ALIVE)
227 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
228 infect_object (tmp, disease, 0);
229 }
230
231 return 1;
232}
233
145/* check if victim is susceptible to disease. */ 234/* check if victim is susceptible to disease. */
146static int 235static int
147is_susceptible_to_disease (object *victim, object *disease) 236is_susceptible_to_disease (object *victim, object *disease)
148{ 237{
149 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 238 if (!victim->flag [FLAG_ALIVE])
150 return 0; 239 return 0;
151 240
152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 241 if (victim->flag [FLAG_WIZ])
242 return 0;
243
244 if (disease->race.contains ("*") && !victim->flag [FLAG_UNDEAD])
153 return 1; 245 return 1;
154 246
155 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) 247 if ((disease->race == shstr_undead) && victim->flag [FLAG_UNDEAD])
156 return 1; 248 return 1;
157 249
158 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) 250 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
159 return 1; 251 return 1;
160 252
161 return 0; 253 return 0;
254}
255
256/* this function monitors the symptoms caused by the disease (if any),
257causes symptoms, and modifies existing symptoms in the case of
258existing diseases. */
259static int
260do_symptoms (object *disease)
261{
262 object *symptom;
263 object *victim;
264 object *tmp;
265
266 victim = disease->env;
267
268 if (!victim)
269 return 0; /* no-one to inflict symptoms on */
270
271 /* This is a quick hack - for whatever reason, disease->env will point
272 * back to disease, causing endless loops. Why this happens really needs
273 * to be found, but this should at least prevent the infinite loops.
274 */
275 //TODO: should no longer be the case, monitor, and remove
276 if (victim == disease)
277 {
278 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
279 return 0;
280 }
281
282 symptom = find_symptom (disease);
283 if (!symptom)
284 {
285 /* no symptom? need to generate one! */
286
287 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
288 if (!is_susceptible_to_disease (victim, disease))
289 return 0;
290
291 /* check for an actual immunity */
292 /* do an immunity check */
293 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
294 if (tmp->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */
295 if (tmp->level >= disease->level)
296 return 0; /* Immune! */
297
298 object *new_symptom = get_archetype (shstr_symptom);
299
300 /* Something special done with dam. We want diseases to be more
301 * random in what they'll kill, so we'll make the damage they
302 * do random, note, this has a weird effect with progressive diseases.
303 */
304 if (disease->stats.dam)
305 {
306 int dam = disease->stats.dam;
307
308 /* reduce the damage, on average, 50%, and making things random. */
309
310 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
311 if (disease->stats.dam < 0)
312 dam = -dam;
313
314 new_symptom->stats.dam = dam;
315 }
316
317 new_symptom->stats.maxsp = disease->stats.maxsp;
318 new_symptom->stats.food = new_symptom->stats.maxgrace;
319
320 new_symptom->name = new_symptom->name_pl = disease->name;
321
322 new_symptom->level = disease->level;
323 new_symptom->value = 0;
324
325 new_symptom->set_speed (disease->speed);
326
327 for (int i = 0; i < NUM_STATS; ++i)
328 new_symptom->stats.stat (i) = disease->stats.stat (i);
329
330 new_symptom->stats.sp = disease->stats.sp;
331 new_symptom->stats.food = disease->last_eat;
332 new_symptom->stats.maxsp = disease->stats.maxsp;
333 new_symptom->last_sp = disease->last_sp;
334 new_symptom->stats.exp = 0;
335 new_symptom->stats.hp = disease->stats.hp;
336 new_symptom->msg = disease->msg;
337 new_symptom->attacktype = disease->attacktype;
338 new_symptom->other_arch = disease->other_arch;
339 new_symptom->skill = disease->skill;
340
341 new_symptom->move_block = 0;
342
343 victim->head_ ()->insert (new_symptom);
344
345 // set owner last, as insert clears owner
346 new_symptom->set_owner (disease->owner);
347
348 return 1;
349 }
350
351 /* now deal with progressing diseases: we increase the debility
352 * caused by the symptoms.
353 */
354 if (disease->stats.ac)
355 {
356 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
357
358 float scale = 1.f + symptom->value / 100.f;
359
360 /* now rescale all the debilities */
361 for (int i = 0; i < NUM_STATS; ++i)
362 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
363
364 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
365 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
366 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
367 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
368 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
369 symptom->stats.exp = 0;
370 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
371 symptom->msg = disease->msg;
372 symptom->attacktype = disease->attacktype;
373 symptom->other_arch = disease->other_arch;
374 }
375
376 symptom->set_flag (FLAG_APPLIED);
377 victim->update_stats ();
378
379 return 1;
162} 380}
163 381
164int 382int
165move_disease (object *disease) 383move_disease (object *disease)
166{ 384{
167 /* first task is to determine if the disease is inside or outside of someone. 385 /* First task is to determine if the disease is inside or outside of someone.
168 * If outside, we decrement 'value' until we're gone. 386 * If outside, we decrement 'value' until we're gone.
169 */ 387 */
170 388
171 if (disease->env == NULL) 389 if (!disease->env)
172 { /* we're outside of someone */ 390 { /* we're outside of someone */
173 if (disease->stats.maxhp > 0) 391 if (disease->stats.maxhp > 0)
174 disease->value--; 392 disease->value--;
175 393
176 if (disease->value == 0) 394 if (!disease->value)
177 { 395 {
178 disease->destroy (); 396 disease->destroy ();
179 return 1; 397 return 1;
180 } 398 }
181 } 399 }
182 else 400 else
183 { 401 {
184 /* if we're inside a person, have the disease run its course */ 402 /* if we're inside a person, have the disease run its course */
185 /* negative foods denote "perpetual" diseases. */ 403 /* negative/zero food denotes "perpetual" diseases. */
186 if (disease->stats.food > 0) 404 if (disease->stats.food > 0)
187 { 405 {
188 disease->stats.food--; 406 disease->stats.food--;
189 407
190 if (disease->stats.food == 0) 408 if (!disease->stats.food)
191 { 409 {
192 remove_symptoms (disease); /* remove the symptoms of this disease */ 410 remove_symptoms (disease); /* remove the symptoms of this disease */
193 grant_immunity (disease); 411 grant_immunity (disease);
194 disease->destroy (); 412 disease->destroy ();
195 return 1; 413 return 1;
204 if (disease->env && is_susceptible_to_disease (disease->env, disease)) 422 if (disease->env && is_susceptible_to_disease (disease->env, disease))
205 do_symptoms (disease); 423 do_symptoms (disease);
206 424
207 return 0; 425 return 0;
208} 426}
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
288 427
289/* check to see if an object is infectable: 428/* check to see if an object is infectable:
290 * objects with immunity aren't infectable. 429 * objects with immunity aren't infectable.
291 * objects already infected aren't infectable. 430 * objects already infected aren't infectable.
292 * dead objects aren't infectable. 431 * dead objects aren't infectable.
297{ 436{
298 object *tmp; 437 object *tmp;
299 object *new_disease; 438 object *new_disease;
300 439
301 /* don't infect inanimate objects */ 440 /* don't infect inanimate objects */
302 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) 441 if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER))
303 return 0; 442 return 0;
304 443
305 /* check and see if victim can catch disease: diseases 444 /* check and see if victim can catch disease: diseases
306 * are specific 445 * are specific
307 */ 446 */
311 /* roll the dice on infection before doing the inventory check! */ 450 /* roll the dice on infection before doing the inventory check! */
312 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) 451 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
313 return 0; 452 return 0;
314 453
315 /* do an immunity check */ 454 /* do an immunity check */
316 if (victim->head)
317 tmp = victim->head->inv;
318 else
319 tmp = victim->inv;
320 455
321 /* There used to (IMO) be a flaw in the below - it used to be the case 456 /* 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 457 * 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 458 * 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 459 * (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 460 * they were cast in that same order. Instead, change it so that
326 * if you diseased, you can't get diseased more. 461 * if you diseased, you can't get diseased more.
327 */ 462 */
328 463
329 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 464 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
330 { 465 if (tmp->name == disease->name && tmp->is_immunity () && tmp->level >= disease->level)
331 if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level)
332 return 0; /*Immune! */ 466 return 0; /* Immune! */
333 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) 467 else if (tmp->type == DISEASE && tmp->name == disease->name)
334 return 0; /* already diseased */ 468 return 0; /* already diseased */
335 }
336 469
337 /* If we've gotten this far, go ahead and infect the victim. */ 470 /* If we've gotten this far, go ahead and infect the victim. */
471
338 new_disease = disease->clone (); 472 new_disease = disease->clone ();
473
339 new_disease->stats.food = disease->stats.maxgrace; 474 new_disease->stats.food = disease->stats.maxgrace;
340 new_disease->value = disease->stats.maxhp; 475 new_disease->value = disease->stats.maxhp;
341 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 476 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
342 477
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' 478 /* This appears to be a horrible case of overloading 'NO_PASS'
371 * for meaning in the diseases. 479 * for meaning in the diseases.
372 */ 480 */
373 new_disease->move_block = 0; 481 new_disease->move_block = 0;
482
483 // insert before setting the owner
484 victim->head_ ()->insert (new_disease);
485
486 if (disease->owner)
487 new_disease->set_owner (disease->owner);
488 else if (object *pl = disease->in_player ())
489 /* for diseases which are passed by hitting, set owner and skill */
490 new_disease->set_owner (pl);
491
374 if (new_disease->owner && new_disease->owner->type == PLAYER) 492 if (new_disease->owner && new_disease->owner->type == PLAYER)
375 { 493 {
376 char buf[128]; 494 const char *buf;
377 495
378 /* if the disease has a title, it has a special infection message 496 /* if the disease has a title, it has a special infection message
379 * This messages is printed in the form MESSAGE victim 497 * This messages is printed in the form MESSAGE victim
380 */ 498 */
381 if (new_disease->title) 499 if (new_disease->title)
382 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 500 buf = format ("%s %s!!", &disease->title, &victim->name);
383 else 501 else
384 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); 502 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
385 503
386 if (victim->type == PLAYER) 504 if (victim->type == PLAYER)
387 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 505 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
388 else 506 else
389 new_draw_info (0, 4, new_disease->owner, buf); 507 new_draw_info (0, 4, new_disease->owner, buf);
390 } 508 }
509
391 if (victim->type == PLAYER) 510 if (victim->type == PLAYER)
392 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); 511 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
393 512
394 return 1; 513 return 1;
395
396} 514}
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
562 515
563/* make the symptom do the nasty things it does */ 516/* make the symptom do the nasty things it does */
564
565int 517int
566move_symptom (object *symptom) 518move_symptom (object *symptom)
567{ 519{
568 object *victim = symptom->env; 520 object *victim = symptom->env;
569 object *new_ob;
570 int sp_reduce;
571 521
572 if (victim == NULL || victim->map == NULL) 522 if (!victim || !victim->map)
573 { /* outside a monster/player, die immediately */ 523 { /* outside a monster/player, die immediately */
574 symptom->destroy (); 524 symptom->destroy ();
575 return 0; 525 return 0;
576 } 526 }
577
578 if (symptom->stats.dam > 0)
579 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
580 else
581 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
582
583 if (symptom->stats.maxsp > 0)
584 sp_reduce = symptom->stats.maxsp;
585 else
586 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
587 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
588 527
589 /* create the symptom "other arch" object and drop it here 528 /* create the symptom "other arch" object and drop it here
590 * under every part of the monster 529 * under every part of the monster
591 * The victim may well have died. 530 * The victim may well have died.
592 */ 531 */
593
594 if (victim->map == NULL) 532 if (victim->map)
595 return 0; 533 {
534 victim->play_sound (symptom->sound);
535
596 if (symptom->other_arch) 536 if (symptom->other_arch)
597 { 537 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 { 538 {
605 new_ob = arch_to_object (symptom->other_arch); 539 object *new_ob = symptom->other_arch->instance ();
606 new_ob->x = tmp->x; 540 new_ob->x = tmp->x;
607 new_ob->y = tmp->y; 541 new_ob->y = tmp->y;
608 new_ob->map = victim->map; 542 new_ob->map = victim->map;
609 insert_ob_in_map (new_ob, victim->map, victim, 0); 543 insert_ob_in_map (new_ob, victim->map, victim, 0);
610 } 544 }
611 } 545 }
546
547 int damage =
548 symptom->stats.dam > 0
549 ? symptom->stats.dam
550 : max (1, victim->stats.maxhp * -symptom->stats.dam / 100);
551
552 hit_player (victim, damage, symptom, symptom->attacktype, 1);
553
554 int sp_reduce =
555 symptom->stats.maxsp > 0
556 ? symptom->stats.maxsp
557 : max (1, victim->stats.maxsp * -symptom->stats.maxsp / 100);
558
559 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
560
612 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 561 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
613 562
614 return 1; 563 return 1;
615} 564}
616 565
617
618/* possibly infect due to direct physical contact 566/* possibly infect due to direct physical contact
619 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 567 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
620
621int 568int
622check_physically_infect (object *victim, object *hitter) 569check_physically_infect (object *victim, object *hitter)
623{ 570{
624 object *walk;
625
626 /* search for diseases, give every disease a chance to infect */ 571 /* search for diseases, give every disease a chance to infect */
627 for (walk = hitter->inv; walk != NULL; walk = walk->below) 572 for (object *disease = hitter->inv; disease; disease = disease->below)
628 if (walk->type == DISEASE) 573 if (disease->type == DISEASE)
629 infect_object (victim, walk, 0); 574 infect_object (victim, disease, 0);
575
630 return 1; 576 return 1;
631} 577}
632 578
633/* find a disease in someone*/
634object *
635find_disease (object *victim)
636{
637 object *walk;
638
639 for (walk = victim->inv; walk; walk = walk->below)
640 if (walk->type == DISEASE)
641 return walk;
642 return NULL;
643}
644
645/* do the cure disease stuff, from the spell "cure disease" */ 579/* do the cure disease stuff, from the spell "cure disease" */
646
647int 580int
648cure_disease (object *sufferer, object *caster) 581cure_disease (object *sufferer, object *caster, object *spell)
649{ 582{
650 object *disease, *next; 583 object *disease, *next;
651 int casting_level;
652 int cure = 0; 584 int cure = 0;
653 585
654 if (caster)
655 casting_level = caster->level;
656 else
657 casting_level = 1000; /* if null caster, CURE all. */ 586 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
658 587
659 for (disease = sufferer->inv; disease; disease = next) 588 for (disease = sufferer->inv; disease; disease = next)
660 { 589 {
661 next = disease->below; 590 next = disease->below;
662 591
663 if (disease->type == DISEASE) 592 if (disease->type == DISEASE)
664 { /* attempt to cure this disease */ 593 { /* attempt to cure this disease */
665 /* If caster lvel is higher than disease level, cure chance 594 /* If caster level is higher than disease level, cure chance
666 * is automatic. If lower, then the chance is basically 595 * is automatic. If lower, then the chance is basically
667 * 1 in level_diff - if there is a 5 level difference, chance 596 * 1 in level_diff - if there is a 5 level difference, chance
668 * is 1 in 5. 597 * is 1 in 5.
669 */ 598 */
670 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 599 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
671 { 600 {
672
673 remove_symptoms (disease); 601 remove_symptoms (disease);
674 cure = 1; 602 cure = 1;
675 603
676 if (caster) 604 if (caster && spell)
677 change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); 605 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
678 606
679 disease->destroy (); 607 disease->destroy ();
680 } 608 }
681 } 609 }
682 } 610 }
611
683 if (cure) 612 if (cure)
684 { 613 {
685 /* Only draw these messages once */ 614 /* Only draw these messages once */
686 if (caster) 615 if (caster)
687 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); 616 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
617
688 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); 618 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
689 } 619 }
620
690 return 1; 621 return 1;
691} 622}
692 623
624#if 0 // unused, but seems interesting
693/* reduces disease progression: reduce_symptoms 625/* reduces disease progression: reduce_symptoms
694 * return true if we actually reduce a disease. 626 * return true if we actually reduce a disease.
695 */ 627 */
696 628static int
697int
698reduce_symptoms (object *sufferer, int reduction) 629reduce_symptoms (object *sufferer, int reduction)
699{ 630{
700 object *walk; 631 object *walk;
701 int success = 0; 632 int success = 0;
702 633
705 if (walk->type == SYMPTOM) 636 if (walk->type == SYMPTOM)
706 { 637 {
707 if (walk->value > 0) 638 if (walk->value > 0)
708 { 639 {
709 success = 1; 640 success = 1;
710 walk->value = MAX (0, walk->value - 2 * reduction); 641 walk->value = max (0, walk->value - 2 * reduction);
711 /* give the disease time to modify this symptom, 642 /* give the disease time to modify this symptom,
712 * and reduce its severity. */ 643 * and reduce its severity. */
713 walk->speed_left = 0; 644 walk->speed_left = 0;
714 } 645 }
715 } 646 }
716 } 647 }
648
717 if (success) 649 if (success)
718 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 650 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
651
719 return success; 652 return success;
720} 653}
654#endif

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