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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 1.49 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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
46dam^ Damage How much damage it does (%?). 44dam^ Damage How much damage it does (%?).
47maxgrace+ Duration How long before the disease is naturally cured. 45maxgrace+ Duration How long before the disease is naturally cured.
48food DurCount Counter for Duration 46food DurCount Counter for Duration
49 47
50speed Speed How often the disease moves. 48speed Speed How often the disease moves.
51last_sp^ Lethargy Percentage of max speed--10 = 10% speed. 49last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
52 50
53maxsp^ Mana deplete Saps mana. 51maxsp^ Mana deplete Saps mana.
54ac^ Progressiveness How the diseases increases in severity. 52ac^ Progressiveness How the diseases increases in severity.
55last_eat*^ Deplete food saps food if negative 53last_eat*^ Deplete food saps food if negative
56last_heal GrantImmunity If nonzero, disease does NOT grant immunity 54last_heal GrantImmunity If nonzero, disease does NOT grant immunity
139 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
140inventory. They themselves do nothing, except modify Symptoms, or 138inventory. They themselves do nothing, except modify Symptoms, or
141spread to other live objects. Symptoms are what actually damage the player: 139spread to other live objects. Symptoms are what actually damage the player:
142these are their own object. */ 140these are their own object. */
143 141
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
144/* check if victim is susceptible to disease. */ 232/* check if victim is susceptible to disease. */
145static int 233static int
146is_susceptible_to_disease (object *victim, object *disease) 234is_susceptible_to_disease (object *victim, object *disease)
147{ 235{
148 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 236 if (!QUERY_FLAG (victim, FLAG_ALIVE))
149 return 0; 237 return 0;
150 238
239 if (victim->flag [FLAG_WIZ])
240 return 0;
241
151 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 242 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
152 return 1; 243 return 1;
153 244
154 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) 245 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
155 return 1; 246 return 1;
156 247
157 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))
158 return 1; 249 return 1;
159 250
160 return 0; 251 return 0;
161} 252}
162 253
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
163int 379int
164move_disease (object *disease) 380move_disease (object *disease)
165{ 381{
166 /* 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.
167 * If outside, we decrement 'value' until we're gone. 383 * If outside, we decrement 'value' until we're gone.
168 */ 384 */
169 385
170 if (disease->env == NULL) 386 if (!disease->env)
171 { /* we're outside of someone */ 387 { /* we're outside of someone */
172 if (disease->stats.maxhp > 0) 388 if (disease->stats.maxhp > 0)
173 disease->value--; 389 disease->value--;
174 390
175 if (disease->value == 0) 391 if (!disease->value)
176 { 392 {
177 disease->destroy (); 393 disease->destroy ();
178 return 1; 394 return 1;
179 } 395 }
180 } 396 }
181 else 397 else
182 { 398 {
183 /* 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 */
184 /* negative foods denote "perpetual" diseases. */ 400 /* negative/zero food denotes "perpetual" diseases. */
185 if (disease->stats.food > 0) 401 if (disease->stats.food > 0)
186 { 402 {
187 disease->stats.food--; 403 disease->stats.food--;
188 404
189 if (disease->stats.food == 0) 405 if (!disease->stats.food)
190 { 406 {
191 remove_symptoms (disease); /* remove the symptoms of this disease */ 407 remove_symptoms (disease); /* remove the symptoms of this disease */
192 grant_immunity (disease); 408 grant_immunity (disease);
193 disease->destroy (); 409 disease->destroy ();
194 return 1; 410 return 1;
203 if (disease->env && is_susceptible_to_disease (disease->env, disease)) 419 if (disease->env && is_susceptible_to_disease (disease->env, disease))
204 do_symptoms (disease); 420 do_symptoms (disease);
205 421
206 return 0; 422 return 0;
207} 423}
208
209/* remove any symptoms of disease
210 * Modified by MSW 2003-03-28 do try to find all the symptom the
211 * player may have - I think through some odd interactoins with
212 * disease level and player level and whatnot, a player could get
213 * more than one symtpom to a disease.
214 */
215
216int
217remove_symptoms (object *disease)
218{
219 object *symptom, *victim = NULL;
220
221 while ((symptom = find_symptom (disease)) != NULL)
222 {
223 if (!victim)
224 victim = symptom->env;
225
226 symptom->destroy ();
227 }
228
229 if (victim)
230 victim->update_stats ();
231 return 0;
232}
233
234/* argument is a disease */
235object *
236find_symptom (object *disease)
237{
238 object *walk;
239
240 /* check the inventory for symptoms */
241 for (walk = disease->env->inv; walk; walk = walk->below)
242 if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM)
243 return walk;
244 return NULL;
245}
246
247/* searches around for more victims to infect */
248int
249check_infection (object *disease)
250{
251 int x, y, range, mflags;
252 maptile *map, *map2;
253 object *tmp;
254
255 range = abs (disease->magic);
256
257 if (disease->env)
258 {
259 x = disease->env->x;
260 y = disease->env->y;
261 map = disease->env->map;
262 }
263 else
264 {
265 x = disease->x;
266 y = disease->y;
267 map = disease->map;
268 }
269
270 if (!map)
271 return 0;
272
273 for (int i = x - range; i <= x + range; i++)
274 for (int j = y - range; j <= y + range; j++)
275 {
276 sint16 i2, j2;
277 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
278
279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
280 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above)
281 infect_object (tmp, disease, 0);
282 }
283
284 return 1;
285}
286
287 424
288/* check to see if an object is infectable: 425/* check to see if an object is infectable:
289 * objects with immunity aren't infectable. 426 * objects with immunity aren't infectable.
290 * objects already infected aren't infectable. 427 * objects already infected aren't infectable.
291 * dead objects aren't infectable. 428 * dead objects aren't infectable.
310 /* roll the dice on infection before doing the inventory check! */ 447 /* roll the dice on infection before doing the inventory check! */
311 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))
312 return 0; 449 return 0;
313 450
314 /* do an immunity check */ 451 /* do an immunity check */
315 if (victim->head)
316 tmp = victim->head->inv;
317 else
318 tmp = victim->inv;
319 452
320 /* 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
321 * 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
322 * result in a person with multiple afflictions of the same disease 455 * result in a person with multiple afflictions of the same disease
323 * (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
324 * 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
325 * if you diseased, you can't get diseased more. 458 * if you diseased, you can't get diseased more.
326 */ 459 */
327 460
328 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) 461 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
329 {
330 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)
331 return 0; /* Immune! */ 463 return 0; /* Immune! */
332 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) 464 else if (tmp->type == DISEASE && tmp->name == disease->name)
333 return 0; /* already diseased */ 465 return 0; /* already diseased */
334 }
335 466
336 /* 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
337 new_disease = disease->clone (); 469 new_disease = disease->clone ();
470
338 new_disease->stats.food = disease->stats.maxgrace; 471 new_disease->stats.food = disease->stats.maxgrace;
339 new_disease->value = disease->stats.maxhp; 472 new_disease->value = disease->stats.maxhp;
340 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 473 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
341 474
342 /* Unfortunately, set_owner does the wrong thing to the skills pointers
343 * resulting in exp going into the owners *current* chosen skill.
344 */
345
346 if (disease->owner)
347 {
348 new_disease->set_owner (disease->owner);
349
350 /* Only need to update skill if different */
351 if (new_disease->skill != disease->skill)
352 new_disease->skill = disease->skill;
353 }
354 else
355 { /* for diseases which are passed by hitting, set owner and praying skill */
356 if (disease->env && disease->env->type == PLAYER)
357 {
358 object *player = disease->env;
359
360 new_disease->set_owner (player);
361
362 /* the skill pointer for these diseases should already be set up -
363 * hardcoding in 'praying' is not the right approach.
364 */
365 }
366 }
367
368 insert_ob_in_ob (new_disease, victim);
369 /* This appears to be a horrible case of overloading 'NO_PASS' 475 /* This appears to be a horrible case of overloading 'NO_PASS'
370 * for meaning in the diseases. 476 * for meaning in the diseases.
371 */ 477 */
372 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
373 if (new_disease->owner && new_disease->owner->type == PLAYER) 489 if (new_disease->owner && new_disease->owner->type == PLAYER)
374 { 490 {
375 char buf[128]; 491 const char *buf;
376 492
377 /* 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
378 * This messages is printed in the form MESSAGE victim 494 * This messages is printed in the form MESSAGE victim
379 */ 495 */
380 if (new_disease->title) 496 if (new_disease->title)
381 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 497 buf = format ("%s %s!!", &disease->title, &victim->name);
382 else 498 else
383 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);
384 500
385 if (victim->type == PLAYER) 501 if (victim->type == PLAYER)
386 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);
387 else 503 else
388 new_draw_info (0, 4, new_disease->owner, buf); 504 new_draw_info (0, 4, new_disease->owner, buf);
389 } 505 }
506
390 if (victim->type == PLAYER) 507 if (victim->type == PLAYER)
391 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.");
392 509
393 return 1; 510 return 1;
394
395} 511}
396
397
398
399/* this function monitors the symptoms caused by the disease (if any),
400causes symptoms, and modifies existing symptoms in the case of
401existing diseases. */
402
403int
404do_symptoms (object *disease)
405{
406 object *symptom;
407 object *victim;
408 object *tmp;
409
410 victim = disease->env;
411
412 /* This is a quick hack - for whatever reason, disease->env will point
413 * back to disease, causing endless loops. Why this happens really needs
414 * to be found, but this should at least prevent the infinite loops.
415 */
416
417 if (victim == NULL || victim == disease)
418 return 0; /* no-one to inflict symptoms on */
419
420 symptom = find_symptom (disease);
421 if (symptom == NULL)
422 {
423 /* no symptom? need to generate one! */
424 object *new_symptom;
425
426 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
427 if (!is_susceptible_to_disease (victim, disease))
428 return 0;
429
430 /* check for an actual immunity */
431 /* do an immunity check */
432 if (victim->head)
433 tmp = victim->head->inv;
434 else
435 tmp = victim->inv;
436
437 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
438 {
439 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
440 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level)
441 return 0; /*Immune! */
442 }
443
444 new_symptom = get_archetype (ARCH_SYMPTOM);
445
446 /* 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
448 * do random, note, this has a weird effect with progressive diseases.
449 */
450 if (disease->stats.dam != 0)
451 {
452 int dam = disease->stats.dam;
453
454 /* reduce the damage, on average, 50%, and making things random. */
455
456 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
457 if (disease->stats.dam < 0)
458 dam = -dam;
459 new_symptom->stats.dam = dam;
460 }
461
462
463 new_symptom->stats.maxsp = disease->stats.maxsp;
464 new_symptom->stats.food = new_symptom->stats.maxgrace;
465
466 new_symptom->name = new_symptom->name_pl = disease->name;
467
468 new_symptom->level = disease->level;
469 new_symptom->speed = disease->speed;
470 new_symptom->value = 0;
471 new_symptom->stats.Str = disease->stats.Str;
472 new_symptom->stats.Dex = disease->stats.Dex;
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;
479 new_symptom->stats.food = disease->last_eat;
480 new_symptom->stats.maxsp = disease->stats.maxsp;
481 new_symptom->last_sp = disease->last_sp;
482 new_symptom->stats.exp = 0;
483 new_symptom->stats.hp = disease->stats.hp;
484 new_symptom->msg = disease->msg;
485 new_symptom->attacktype = disease->attacktype;
486 new_symptom->other_arch = disease->other_arch;
487
488 new_symptom->set_owner (disease->owner);
489
490 if (new_symptom->skill != disease->skill)
491 new_symptom->skill = disease->skill;
492
493 new_symptom->move_block = 0;
494 insert_ob_in_ob (new_symptom, victim);
495 return 1;
496 }
497
498 /* now deal with progressing diseases: we increase the debility
499 * caused by the symptoms.
500 */
501
502 if (disease->stats.ac != 0)
503 {
504 float scale;
505
506 symptom->value += disease->stats.ac;
507 scale = 1.0 + symptom->value / 100.0;
508 /* now rescale all the debilities */
509 symptom->stats.Str = (int) (scale * disease->stats.Str);
510 symptom->stats.Dex = (int) (scale * disease->stats.Dex);
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);
517 symptom->stats.sp = (int) (scale * disease->stats.sp);
518 symptom->stats.food = (int) (scale * disease->last_eat);
519 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp);
520 symptom->last_sp = (int) (scale * disease->last_sp);
521 symptom->stats.exp = 0;
522 symptom->stats.hp = (int) (scale * disease->stats.hp);
523 symptom->msg = disease->msg;
524 symptom->attacktype = disease->attacktype;
525 symptom->other_arch = disease->other_arch;
526 }
527 SET_FLAG (symptom, FLAG_APPLIED);
528 victim->update_stats ();
529 return 1;
530}
531
532
533/* grants immunity to plagues we've seen before. */
534int
535grant_immunity (object *disease)
536{
537 object *immunity;
538 object *walk;
539
540 /* Don't give immunity to this disease if last_heal is set. */
541 if (disease->last_heal)
542 return 0;
543 /* first, search for an immunity of the same name */
544 for (walk = disease->env->inv; walk; walk = walk->below)
545 {
546 if (walk->type == 98 && !strcmp (disease->name, walk->name))
547 {
548 walk->level = disease->level;
549 return 1; /* just update the existing immunity. */
550 }
551 }
552 immunity = get_archetype ("immunity");
553 immunity->name = disease->name;
554 immunity->level = disease->level;
555 immunity->move_block = 0;
556 insert_ob_in_ob (immunity, disease->env);
557 return 1;
558
559}
560
561 512
562/* make the symptom do the nasty things it does */ 513/* make the symptom do the nasty things it does */
563
564int 514int
565move_symptom (object *symptom) 515move_symptom (object *symptom)
566{ 516{
567 object *victim = symptom->env; 517 object *victim = symptom->env;
568 object *new_ob; 518 object *new_ob;
569 int sp_reduce; 519 int sp_reduce;
570 520
571 if (victim == NULL || victim->map == NULL) 521 if (!victim || !victim->map)
572 { /* outside a monster/player, die immediately */ 522 { /* outside a monster/player, die immediately */
573 symptom->destroy (); 523 symptom->destroy ();
574 return 0; 524 return 0;
575 } 525 }
576 526
577 if (symptom->stats.dam > 0) 527 if (symptom->stats.dam > 0)
578 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 528 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
579 else 529 else
580 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);
581 531
582 if (symptom->stats.maxsp > 0) 532 if (symptom->stats.maxsp > 0)
583 sp_reduce = symptom->stats.maxsp; 533 sp_reduce = symptom->stats.maxsp;
584 else 534 else
585 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
586 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); 537 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
587 538
588 /* create the symptom "other arch" object and drop it here 539 /* create the symptom "other arch" object and drop it here
589 * under every part of the monster 540 * under every part of the monster
590 * The victim may well have died. 541 * The victim may well have died.
591 */ 542 */
592
593 if (victim->map == NULL) 543 if (victim->map)
594 return 0; 544 {
545 victim->play_sound (symptom->sound);
546
595 if (symptom->other_arch) 547 if (symptom->other_arch)
596 { 548 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
597 object *tmp;
598
599 tmp = victim;
600 if (tmp->head != NULL)
601 tmp = tmp->head;
602 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
603 { 549 {
604 new_ob = arch_to_object (symptom->other_arch); 550 new_ob = arch_to_object (symptom->other_arch);
605 new_ob->x = tmp->x; 551 new_ob->x = tmp->x;
606 new_ob->y = tmp->y; 552 new_ob->y = tmp->y;
607 new_ob->map = victim->map; 553 new_ob->map = victim->map;
608 insert_ob_in_map (new_ob, victim->map, victim, 0); 554 insert_ob_in_map (new_ob, victim->map, victim, 0);
609 } 555 }
610 } 556 }
557
611 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 558 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
612 559
613 return 1; 560 return 1;
614} 561}
615 562
616
617/* possibly infect due to direct physical contact 563/* possibly infect due to direct physical contact
618 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 564 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
619
620int 565int
621check_physically_infect (object *victim, object *hitter) 566check_physically_infect (object *victim, object *hitter)
622{ 567{
623 object *walk;
624
625 /* search for diseases, give every disease a chance to infect */ 568 /* search for diseases, give every disease a chance to infect */
626 for (walk = hitter->inv; walk != NULL; walk = walk->below) 569 for (object *disease = hitter->inv; disease; disease = disease->below)
627 if (walk->type == DISEASE) 570 if (disease->type == DISEASE)
628 infect_object (victim, walk, 0); 571 infect_object (victim, disease, 0);
572
629 return 1; 573 return 1;
630} 574}
631 575
632/* find a disease in someone*/ 576// find a disease in someone
633object * 577object *
634find_disease (object *victim) 578find_disease (object *victim)
635{ 579{
636 object *walk; 580 for (object *disease = victim->inv; disease; disease = disease->below)
637
638 for (walk = victim->inv; walk; walk = walk->below)
639 if (walk->type == DISEASE) 581 if (disease->type == DISEASE)
640 return walk; 582 return disease;
583
641 return NULL; 584 return 0;
642} 585}
643 586
644/* do the cure disease stuff, from the spell "cure disease" */ 587/* do the cure disease stuff, from the spell "cure disease" */
645
646int 588int
647cure_disease (object *sufferer, object *caster) 589cure_disease (object *sufferer, object *caster, object *spell)
648{ 590{
649 object *disease, *next; 591 object *disease, *next;
650 int casting_level;
651 int cure = 0; 592 int cure = 0;
652 593
653 if (caster)
654 casting_level = caster->level;
655 else
656 casting_level = 1000; /* if null caster, CURE all. */ 594 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
657 595
658 for (disease = sufferer->inv; disease; disease = next) 596 for (disease = sufferer->inv; disease; disease = next)
659 { 597 {
660 next = disease->below; 598 next = disease->below;
661 599
662 if (disease->type == DISEASE) 600 if (disease->type == DISEASE)
663 { /* attempt to cure this disease */ 601 { /* attempt to cure this disease */
664 /* If caster lvel is higher than disease level, cure chance 602 /* If caster level is higher than disease level, cure chance
665 * is automatic. If lower, then the chance is basically 603 * is automatic. If lower, then the chance is basically
666 * 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
667 * is 1 in 5. 605 * is 1 in 5.
668 */ 606 */
669 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))))
670 { 608 {
671
672 remove_symptoms (disease); 609 remove_symptoms (disease);
673 cure = 1; 610 cure = 1;
674 611
675 if (caster) 612 if (caster && spell)
676 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);
677 614
678 disease->destroy (); 615 disease->destroy ();
679 } 616 }
680 } 617 }
681 } 618 }
619
682 if (cure) 620 if (cure)
683 { 621 {
684 /* Only draw these messages once */ 622 /* Only draw these messages once */
685 if (caster) 623 if (caster)
686 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
687 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.");
688 } 627 }
628
689 return 1; 629 return 1;
690} 630}
691 631
692/* reduces disease progression: reduce_symptoms 632/* reduces disease progression: reduce_symptoms
693 * return true if we actually reduce a disease. 633 * return true if we actually reduce a disease.
694 */ 634 */
695
696int 635int
697reduce_symptoms (object *sufferer, int reduction) 636reduce_symptoms (object *sufferer, int reduction)
698{ 637{
699 object *walk; 638 object *walk;
700 int success = 0; 639 int success = 0;
704 if (walk->type == SYMPTOM) 643 if (walk->type == SYMPTOM)
705 { 644 {
706 if (walk->value > 0) 645 if (walk->value > 0)
707 { 646 {
708 success = 1; 647 success = 1;
709 walk->value = MAX (0, walk->value - 2 * reduction); 648 walk->value = max (0, walk->value - 2 * reduction);
710 /* give the disease time to modify this symptom, 649 /* give the disease time to modify this symptom,
711 * and reduce its severity. */ 650 * and reduce its severity. */
712 walk->speed_left = 0; 651 walk->speed_left = 0;
713 } 652 }
714 } 653 }
715 } 654 }
655
716 if (success) 656 if (success)
717 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
718 return success; 659 return success;
719} 660}

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