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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.18 by root, Sat Jan 20 22:09:54 2007 UTC vs.
Revision 1.27 by root, Sun Jul 1 05:00:19 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * 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>
23 */ 22 */
24 23
25/* This file contains all the code implementing diseases, 24/* This file contains all the code implementing diseases,
26 except for odds and ends in attack.c and in 25 * except for odds and ends in attack.c and in
27 living.c*/ 26 * living.c
28 27 */
29
30 28
31/* 29/*
32 30
33For DISEASES: 31For DISEASES:
34Stat Property Definition 32Stat Property Definition
237{ 235{
238 object *walk; 236 object *walk;
239 237
240 /* check the inventory for symptoms */ 238 /* check the inventory for symptoms */
241 for (walk = disease->env->inv; walk; walk = walk->below) 239 for (walk = disease->env->inv; walk; walk = walk->below)
242 if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM) 240 if (walk->name == disease->name && walk->type == SYMPTOM)
243 return walk; 241 return walk;
244 return NULL; 242 return NULL;
245} 243}
246 244
247/* searches around for more victims to infect */ 245/* searches around for more victims to infect */
325 * if you diseased, you can't get diseased more. 323 * if you diseased, you can't get diseased more.
326 */ 324 */
327 325
328 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) 326 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
329 { 327 {
330 if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 328 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
331 return 0; /* Immune! */ 329 return 0; /* Immune! */
332 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) 330 else if (tmp->type == DISEASE && tmp->name == disease->name)
333 return 0; /* already diseased */ 331 return 0; /* already diseased */
334 } 332 }
335 333
336 /* If we've gotten this far, go ahead and infect the victim. */ 334 /* If we've gotten this far, go ahead and infect the victim. */
337 new_disease = disease->clone (); 335 new_disease = disease->clone ();
363 * hardcoding in 'praying' is not the right approach. 361 * hardcoding in 'praying' is not the right approach.
364 */ 362 */
365 } 363 }
366 } 364 }
367 365
368 insert_ob_in_ob (new_disease, victim); 366 insert_ob_in_ob (new_disease, victim->head_ ());
369 /* This appears to be a horrible case of overloading 'NO_PASS' 367 /* This appears to be a horrible case of overloading 'NO_PASS'
370 * for meaning in the diseases. 368 * for meaning in the diseases.
371 */ 369 */
372 new_disease->move_block = 0; 370 new_disease->move_block = 0;
373 if (new_disease->owner && new_disease->owner->type == PLAYER) 371 if (new_disease->owner && new_disease->owner->type == PLAYER)
435 tmp = victim->inv; 433 tmp = victim->inv;
436 434
437 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) 435 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
438 { 436 {
439 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 437 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
440 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 438 if (tmp->name == disease->name && tmp->level >= disease->level)
441 return 0; /*Immune! */ 439 return 0; /*Immune! */
442 } 440 }
443 441
444 new_symptom = get_archetype (ARCH_SYMPTOM); 442 new_symptom = get_archetype ("symptom");
445 443
446 /* Something special done with dam. We want diseases to be more 444 /* Something special done with dam. We want diseases to be more
447 * random in what they'll kill, so we'll make the damage they 445 * random in what they'll kill, so we'll make the damage they
448 * do random, note, this has a weird effect with progressive diseases. 446 * do random, note, this has a weird effect with progressive diseases.
449 */ 447 */
466 new_symptom->name = new_symptom->name_pl = disease->name; 464 new_symptom->name = new_symptom->name_pl = disease->name;
467 465
468 new_symptom->level = disease->level; 466 new_symptom->level = disease->level;
469 new_symptom->speed = disease->speed; 467 new_symptom->speed = disease->speed;
470 new_symptom->value = 0; 468 new_symptom->value = 0;
469
470 for (int i = 0; i < NUM_STATS; ++i)
471 new_symptom->stats.Str = disease->stats.Str; 471 new_symptom->stats.stat (i) = disease->stats.stat (i);
472 new_symptom->stats.Dex = disease->stats.Dex; 472
473 new_symptom->stats.Con = disease->stats.Con;
474 new_symptom->stats.Wis = disease->stats.Wis;
475 new_symptom->stats.Int = disease->stats.Int;
476 new_symptom->stats.Pow = disease->stats.Pow;
477 new_symptom->stats.Cha = disease->stats.Cha;
478 new_symptom->stats.sp = disease->stats.sp; 473 new_symptom->stats.sp = disease->stats.sp;
479 new_symptom->stats.food = disease->last_eat; 474 new_symptom->stats.food = disease->last_eat;
480 new_symptom->stats.maxsp = disease->stats.maxsp; 475 new_symptom->stats.maxsp = disease->stats.maxsp;
481 new_symptom->last_sp = disease->last_sp; 476 new_symptom->last_sp = disease->last_sp;
482 new_symptom->stats.exp = 0; 477 new_symptom->stats.exp = 0;
493 new_symptom->move_block = 0; 488 new_symptom->move_block = 0;
494 insert_ob_in_ob (new_symptom, victim); 489 insert_ob_in_ob (new_symptom, victim);
495 return 1; 490 return 1;
496 } 491 }
497 492
498 /* now deal with progressing diseases: we increase the debility 493 /* now deal with progressing diseases: we increase the debility
499 * caused by the symptoms. 494 * caused by the symptoms.
500 */ 495 */
501
502 if (disease->stats.ac != 0) 496 if (disease->stats.ac != 0)
503 { 497 {
504 float scale;
505
506 symptom->value += disease->stats.ac; 498 symptom->value += disease->stats.ac;
499
507 scale = 1.0 + symptom->value / 100.0; 500 float scale = 1.f + symptom->value / 100.f;
501
508 /* now rescale all the debilities */ 502 /* now rescale all the debilities */
503 for (int i = 0; i < NUM_STATS; ++i)
509 symptom->stats.Str = (int) (scale * disease->stats.Str); 504 symptom->stats.stat (i) = scale * disease->stats.stat (i);
510 symptom->stats.Dex = (int) (scale * disease->stats.Dex); 505
511 symptom->stats.Con = (int) (scale * disease->stats.Con);
512 symptom->stats.Wis = (int) (scale * disease->stats.Wis);
513 symptom->stats.Int = (int) (scale * disease->stats.Int);
514 symptom->stats.Pow = (int) (scale * disease->stats.Pow);
515 symptom->stats.Cha = (int) (scale * disease->stats.Cha);
516 symptom->stats.dam = (int) (scale * disease->stats.dam); 506 symptom->stats.dam = scale * disease->stats.dam;
517 symptom->stats.sp = (int) (scale * disease->stats.sp); 507 symptom->stats.sp = scale * disease->stats.sp;
518 symptom->stats.food = (int) (scale * disease->last_eat); 508 symptom->stats.food = scale * disease->last_eat;
519 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); 509 symptom->stats.maxsp = scale * disease->stats.maxsp;
520 symptom->last_sp = (int) (scale * disease->last_sp); 510 symptom->last_sp = scale * disease->last_sp;
521 symptom->stats.exp = 0; 511 symptom->stats.exp = 0;
522 symptom->stats.hp = (int) (scale * disease->stats.hp); 512 symptom->stats.hp = scale * disease->stats.hp;
513
523 symptom->msg = disease->msg; 514 symptom->msg = disease->msg;
524 symptom->attacktype = disease->attacktype; 515 symptom->attacktype = disease->attacktype;
525 symptom->other_arch = disease->other_arch; 516 symptom->other_arch = disease->other_arch;
526 } 517 }
518
527 SET_FLAG (symptom, FLAG_APPLIED); 519 SET_FLAG (symptom, FLAG_APPLIED);
528 victim->update_stats (); 520 victim->update_stats ();
521
529 return 1; 522 return 1;
530} 523}
531
532 524
533/* grants immunity to plagues we've seen before. */ 525/* grants immunity to plagues we've seen before. */
534int 526int
535grant_immunity (object *disease) 527grant_immunity (object *disease)
536{ 528{
541 if (disease->last_heal) 533 if (disease->last_heal)
542 return 0; 534 return 0;
543 /* first, search for an immunity of the same name */ 535 /* first, search for an immunity of the same name */
544 for (walk = disease->env->inv; walk; walk = walk->below) 536 for (walk = disease->env->inv; walk; walk = walk->below)
545 { 537 {
546 if (walk->type == 98 && !strcmp (disease->name, walk->name)) 538 if (walk->type == 98 && disease->name == walk->name)
547 { 539 {
548 walk->level = disease->level; 540 walk->level = disease->level;
549 return 1; /* just update the existing immunity. */ 541 return 1; /* just update the existing immunity. */
550 } 542 }
551 } 543 }
611 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 603 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
612 604
613 return 1; 605 return 1;
614} 606}
615 607
616
617/* possibly infect due to direct physical contact 608/* possibly infect due to direct physical contact
618 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 609 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
619
620int 610int
621check_physically_infect (object *victim, object *hitter) 611check_physically_infect (object *victim, object *hitter)
622{ 612{
623 object *walk;
624
625 /* search for diseases, give every disease a chance to infect */ 613 /* search for diseases, give every disease a chance to infect */
626 for (walk = hitter->inv; walk != NULL; walk = walk->below) 614 for (object *disease = hitter->inv; disease; disease = disease->below)
627 if (walk->type == DISEASE) 615 if (disease->type == DISEASE)
628 infect_object (victim, walk, 0); 616 infect_object (victim, disease, 0);
617
629 return 1; 618 return 1;
630} 619}
631 620
632/* find a disease in someone*/ 621// find a disease in someone
633object * 622object *
634find_disease (object *victim) 623find_disease (object *victim)
635{ 624{
636 object *walk; 625 for (object *disease = victim->inv; disease; disease = disease->below)
637
638 for (walk = victim->inv; walk; walk = walk->below)
639 if (walk->type == DISEASE) 626 if (disease->type == DISEASE)
640 return walk; 627 return disease;
628
641 return NULL; 629 return 0;
642} 630}
643 631
644/* do the cure disease stuff, from the spell "cure disease" */ 632/* do the cure disease stuff, from the spell "cure disease" */
645
646int 633int
647cure_disease (object *sufferer, object *caster) 634cure_disease (object *sufferer, object *caster)
648{ 635{
649 object *disease, *next; 636 object *disease, *next;
650 int casting_level; 637 int casting_level;
659 { 646 {
660 next = disease->below; 647 next = disease->below;
661 648
662 if (disease->type == DISEASE) 649 if (disease->type == DISEASE)
663 { /* attempt to cure this disease */ 650 { /* attempt to cure this disease */
664 /* If caster lvel is higher than disease level, cure chance 651 /* If caster level is higher than disease level, cure chance
665 * is automatic. If lower, then the chance is basically 652 * is automatic. If lower, then the chance is basically
666 * 1 in level_diff - if there is a 5 level difference, chance 653 * 1 in level_diff - if there is a 5 level difference, chance
667 * is 1 in 5. 654 * is 1 in 5.
668 */ 655 */
669 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 656 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
670 { 657 {
671
672 remove_symptoms (disease); 658 remove_symptoms (disease);
673 cure = 1; 659 cure = 1;
674 660
675 if (caster) 661 if (caster)
676 change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); 662 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0);
677 663
678 disease->destroy (); 664 disease->destroy ();
679 } 665 }
680 } 666 }
681 } 667 }
668
682 if (cure) 669 if (cure)
683 { 670 {
684 /* Only draw these messages once */ 671 /* Only draw these messages once */
685 if (caster) 672 if (caster)
686 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); 673 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
674
687 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); 675 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
688 } 676 }
677
689 return 1; 678 return 1;
690} 679}
691 680
692/* reduces disease progression: reduce_symptoms 681/* reduces disease progression: reduce_symptoms
693 * return true if we actually reduce a disease. 682 * return true if we actually reduce a disease.

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