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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 1.64 by root, Fri Apr 9 02:45:17 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25/* This file contains all the code implementing diseases, 25/* This file contains all the code implementing diseases,
26 except for odds and ends in attack.c and in 26 * except for odds and ends in attack.c and in
27 living.c*/ 27 * living.c
28 28 */
29
30 29
31/* 30/*
32 31
33For DISEASES: 32For DISEASES:
34Stat Property Definition 33Stat Property Definition
46dam^ Damage How much damage it does (%?). 45dam^ Damage How much damage it does (%?).
47maxgrace+ Duration How long before the disease is naturally cured. 46maxgrace+ Duration How long before the disease is naturally cured.
48food DurCount Counter for Duration 47food DurCount Counter for Duration
49 48
50speed Speed How often the disease moves. 49speed Speed How often the disease moves.
51last_sp^ Lethargy Percentage of max speed--10 = 10% speed. 50last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
52 51
53maxsp^ Mana deplete Saps mana. 52maxsp^ Mana deplete Saps mana.
54ac^ Progressiveness How the diseases increases in severity. 53ac^ Progressiveness How the diseases increases in severity.
55last_eat*^ Deplete food saps food if negative 54last_eat*^ Deplete food saps food if negative
56last_heal GrantImmunity If nonzero, disease does NOT grant immunity 55last_heal GrantImmunity If nonzero, disease does NOT grant immunity
139 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
140inventory. They themselves do nothing, except modify Symptoms, or 139inventory. They themselves do nothing, except modify Symptoms, or
141spread to other live objects. Symptoms are what actually damage the player: 140spread to other live objects. Symptoms are what actually damage the player:
142these are their own object. */ 141these are their own object. */
143 142
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
144/* check if victim is susceptible to disease. */ 234/* check if victim is susceptible to disease. */
145static int 235static int
146is_susceptible_to_disease (object *victim, object *disease) 236is_susceptible_to_disease (object *victim, object *disease)
147{ 237{
148 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 238 if (!QUERY_FLAG (victim, FLAG_ALIVE))
149 return 0; 239 return 0;
150 240
241 if (victim->flag [FLAG_WIZ])
242 return 0;
243
151 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 244 if (disease->race.contains ("*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
152 return 1; 245 return 1;
153 246
154 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) 247 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
155 return 1; 248 return 1;
156 249
157 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))
158 return 1; 251 return 1;
159 252
160 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->speed = disease->speed;
324 new_symptom->value = 0;
325
326 for (int i = 0; i < NUM_STATS; ++i)
327 new_symptom->stats.stat (i) = disease->stats.stat (i);
328
329 new_symptom->stats.sp = disease->stats.sp;
330 new_symptom->stats.food = disease->last_eat;
331 new_symptom->stats.maxsp = disease->stats.maxsp;
332 new_symptom->last_sp = disease->last_sp;
333 new_symptom->stats.exp = 0;
334 new_symptom->stats.hp = disease->stats.hp;
335 new_symptom->msg = disease->msg;
336 new_symptom->attacktype = disease->attacktype;
337 new_symptom->other_arch = disease->other_arch;
338 new_symptom->skill = disease->skill;
339
340 new_symptom->move_block = 0;
341
342 victim->head_ ()->insert (new_symptom);
343
344 // set owner last, as insert clears owner
345 new_symptom->set_owner (disease->owner);
346
347 return 1;
348 }
349
350 /* now deal with progressing diseases: we increase the debility
351 * caused by the symptoms.
352 */
353 if (disease->stats.ac)
354 {
355 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
356
357 float scale = 1.f + symptom->value / 100.f;
358
359 /* now rescale all the debilities */
360 for (int i = 0; i < NUM_STATS; ++i)
361 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
362
363 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
364 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
365 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
366 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
367 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
368 symptom->stats.exp = 0;
369 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
370 symptom->msg = disease->msg;
371 symptom->attacktype = disease->attacktype;
372 symptom->other_arch = disease->other_arch;
373 }
374
375 SET_FLAG (symptom, FLAG_APPLIED);
376 victim->update_stats ();
377
378 return 1;
161} 379}
162 380
163int 381int
164move_disease (object *disease) 382move_disease (object *disease)
165{ 383{
166 /* first task is to determine if the disease is inside or outside of someone. 384 /* First task is to determine if the disease is inside or outside of someone.
167 * If outside, we decrement 'value' until we're gone. 385 * If outside, we decrement 'value' until we're gone.
168 */ 386 */
169 387
170 if (disease->env == NULL) 388 if (!disease->env)
171 { /* we're outside of someone */ 389 { /* we're outside of someone */
172 if (disease->stats.maxhp > 0) 390 if (disease->stats.maxhp > 0)
173 disease->value--; 391 disease->value--;
174 392
175 if (disease->value == 0) 393 if (!disease->value)
176 { 394 {
177 disease->destroy (); 395 disease->destroy ();
178 return 1; 396 return 1;
179 } 397 }
180 } 398 }
181 else 399 else
182 { 400 {
183 /* if we're inside a person, have the disease run its course */ 401 /* if we're inside a person, have the disease run its course */
184 /* negative foods denote "perpetual" diseases. */ 402 /* negative/zero food denotes "perpetual" diseases. */
185 if (disease->stats.food > 0) 403 if (disease->stats.food > 0)
186 { 404 {
187 disease->stats.food--; 405 disease->stats.food--;
188 406
189 if (disease->stats.food == 0) 407 if (!disease->stats.food)
190 { 408 {
191 remove_symptoms (disease); /* remove the symptoms of this disease */ 409 remove_symptoms (disease); /* remove the symptoms of this disease */
192 grant_immunity (disease); 410 grant_immunity (disease);
193 disease->destroy (); 411 disease->destroy ();
194 return 1; 412 return 1;
203 if (disease->env && is_susceptible_to_disease (disease->env, disease)) 421 if (disease->env && is_susceptible_to_disease (disease->env, disease))
204 do_symptoms (disease); 422 do_symptoms (disease);
205 423
206 return 0; 424 return 0;
207} 425}
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
287 426
288/* check to see if an object is infectable: 427/* check to see if an object is infectable:
289 * objects with immunity aren't infectable. 428 * objects with immunity aren't infectable.
290 * objects already infected aren't infectable. 429 * objects already infected aren't infectable.
291 * dead objects aren't infectable. 430 * dead objects aren't infectable.
310 /* roll the dice on infection before doing the inventory check! */ 449 /* roll the dice on infection before doing the inventory check! */
311 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) 450 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
312 return 0; 451 return 0;
313 452
314 /* do an immunity check */ 453 /* do an immunity check */
315 if (victim->head)
316 tmp = victim->head->inv;
317 else
318 tmp = victim->inv;
319 454
320 /* There used to (IMO) be a flaw in the below - it used to be the case 455 /* 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 456 * 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 457 * 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 458 * (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 459 * they were cast in that same order. Instead, change it so that
325 * if you diseased, you can't get diseased more. 460 * if you diseased, you can't get diseased more.
326 */ 461 */
327 462
328 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) 463 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
329 { 464 if (tmp->name == disease->name && tmp->is_immunity () && tmp->level >= disease->level)
330 if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level)
331 return 0; /* Immune! */ 465 return 0; /* Immune! */
332 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) 466 else if (tmp->type == DISEASE && tmp->name == disease->name)
333 return 0; /* already diseased */ 467 return 0; /* already diseased */
334 }
335 468
336 /* If we've gotten this far, go ahead and infect the victim. */ 469 /* If we've gotten this far, go ahead and infect the victim. */
470
337 new_disease = disease->clone (); 471 new_disease = disease->clone ();
472
338 new_disease->stats.food = disease->stats.maxgrace; 473 new_disease->stats.food = disease->stats.maxgrace;
339 new_disease->value = disease->stats.maxhp; 474 new_disease->value = disease->stats.maxhp;
340 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 475 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
341 476
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' 477 /* This appears to be a horrible case of overloading 'NO_PASS'
370 * for meaning in the diseases. 478 * for meaning in the diseases.
371 */ 479 */
372 new_disease->move_block = 0; 480 new_disease->move_block = 0;
481
482 // insert before setting the owner
483 victim->head_ ()->insert (new_disease);
484
485 if (disease->owner)
486 new_disease->set_owner (disease->owner);
487 else if (object *pl = disease->in_player ())
488 /* for diseases which are passed by hitting, set owner and skill */
489 new_disease->set_owner (pl);
490
373 if (new_disease->owner && new_disease->owner->type == PLAYER) 491 if (new_disease->owner && new_disease->owner->type == PLAYER)
374 { 492 {
375 char buf[128]; 493 const char *buf;
376 494
377 /* if the disease has a title, it has a special infection message 495 /* if the disease has a title, it has a special infection message
378 * This messages is printed in the form MESSAGE victim 496 * This messages is printed in the form MESSAGE victim
379 */ 497 */
380 if (new_disease->title) 498 if (new_disease->title)
381 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 499 buf = format ("%s %s!!", &disease->title, &victim->name);
382 else 500 else
383 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); 501 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
384 502
385 if (victim->type == PLAYER) 503 if (victim->type == PLAYER)
386 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 504 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
387 else 505 else
388 new_draw_info (0, 4, new_disease->owner, buf); 506 new_draw_info (0, 4, new_disease->owner, buf);
389 } 507 }
508
390 if (victim->type == PLAYER) 509 if (victim->type == PLAYER)
391 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); 510 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
392 511
393 return 1; 512 return 1;
394
395} 513}
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
561 514
562/* make the symptom do the nasty things it does */ 515/* make the symptom do the nasty things it does */
563
564int 516int
565move_symptom (object *symptom) 517move_symptom (object *symptom)
566{ 518{
567 object *victim = symptom->env; 519 object *victim = symptom->env;
568 object *new_ob;
569 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
577 if (symptom->stats.dam > 0)
578 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
579 else
580 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
581
582 if (symptom->stats.maxsp > 0)
583 sp_reduce = symptom->stats.maxsp;
584 else
585 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
586 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
587 526
588 /* create the symptom "other arch" object and drop it here 527 /* create the symptom "other arch" object and drop it here
589 * under every part of the monster 528 * under every part of the monster
590 * The victim may well have died. 529 * The victim may well have died.
591 */ 530 */
592
593 if (victim->map == NULL) 531 if (victim->map)
594 return 0; 532 {
533 victim->play_sound (symptom->sound);
534
595 if (symptom->other_arch) 535 if (symptom->other_arch)
596 { 536 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 { 537 {
604 new_ob = arch_to_object (symptom->other_arch); 538 object *new_ob = symptom->other_arch->instance ();
605 new_ob->x = tmp->x; 539 new_ob->x = tmp->x;
606 new_ob->y = tmp->y; 540 new_ob->y = tmp->y;
607 new_ob->map = victim->map; 541 new_ob->map = victim->map;
608 insert_ob_in_map (new_ob, victim->map, victim, 0); 542 insert_ob_in_map (new_ob, victim->map, victim, 0);
609 } 543 }
610 } 544 }
545
546 int damage =
547 symptom->stats.dam > 0
548 ? symptom->stats.dam
549 : max (1, victim->stats.maxhp * -symptom->stats.dam / 100);
550
551 hit_player (victim, damage, symptom, symptom->attacktype, 1);
552
553 int sp_reduce =
554 symptom->stats.maxsp > 0
555 ? symptom->stats.maxsp
556 : max (1, victim->stats.maxsp * -symptom->stats.maxsp / 100);
557
558 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
559
611 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 560 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
612 561
613 return 1; 562 return 1;
614} 563}
615 564
616
617/* possibly infect due to direct physical contact 565/* possibly infect due to direct physical contact
618 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 566 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
619
620int 567int
621check_physically_infect (object *victim, object *hitter) 568check_physically_infect (object *victim, object *hitter)
622{ 569{
623 object *walk;
624
625 /* search for diseases, give every disease a chance to infect */ 570 /* search for diseases, give every disease a chance to infect */
626 for (walk = hitter->inv; walk != NULL; walk = walk->below) 571 for (object *disease = hitter->inv; disease; disease = disease->below)
627 if (walk->type == DISEASE) 572 if (disease->type == DISEASE)
628 infect_object (victim, walk, 0); 573 infect_object (victim, disease, 0);
574
629 return 1; 575 return 1;
630} 576}
631 577
632/* find a disease in someone*/
633object *
634find_disease (object *victim)
635{
636 object *walk;
637
638 for (walk = victim->inv; walk; walk = walk->below)
639 if (walk->type == DISEASE)
640 return walk;
641 return NULL;
642}
643
644/* do the cure disease stuff, from the spell "cure disease" */ 578/* do the cure disease stuff, from the spell "cure disease" */
645
646int 579int
647cure_disease (object *sufferer, object *caster) 580cure_disease (object *sufferer, object *caster, object *spell)
648{ 581{
649 object *disease, *next; 582 object *disease, *next;
650 int casting_level;
651 int cure = 0; 583 int cure = 0;
652 584
653 if (caster)
654 casting_level = caster->level;
655 else
656 casting_level = 1000; /* if null caster, CURE all. */ 585 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
657 586
658 for (disease = sufferer->inv; disease; disease = next) 587 for (disease = sufferer->inv; disease; disease = next)
659 { 588 {
660 next = disease->below; 589 next = disease->below;
661 590
662 if (disease->type == DISEASE) 591 if (disease->type == DISEASE)
663 { /* attempt to cure this disease */ 592 { /* attempt to cure this disease */
664 /* If caster lvel is higher than disease level, cure chance 593 /* If caster level is higher than disease level, cure chance
665 * is automatic. If lower, then the chance is basically 594 * is automatic. If lower, then the chance is basically
666 * 1 in level_diff - if there is a 5 level difference, chance 595 * 1 in level_diff - if there is a 5 level difference, chance
667 * is 1 in 5. 596 * is 1 in 5.
668 */ 597 */
669 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 598 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
670 { 599 {
671
672 remove_symptoms (disease); 600 remove_symptoms (disease);
673 cure = 1; 601 cure = 1;
674 602
675 if (caster) 603 if (caster && spell)
676 change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); 604 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
677 605
678 disease->destroy (); 606 disease->destroy ();
679 } 607 }
680 } 608 }
681 } 609 }
610
682 if (cure) 611 if (cure)
683 { 612 {
684 /* Only draw these messages once */ 613 /* Only draw these messages once */
685 if (caster) 614 if (caster)
686 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); 615 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
616
687 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); 617 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
688 } 618 }
619
689 return 1; 620 return 1;
690} 621}
691 622
623#if 0 // unused, but seems interesting
692/* reduces disease progression: reduce_symptoms 624/* reduces disease progression: reduce_symptoms
693 * return true if we actually reduce a disease. 625 * return true if we actually reduce a disease.
694 */ 626 */
695 627static int
696int
697reduce_symptoms (object *sufferer, int reduction) 628reduce_symptoms (object *sufferer, int reduction)
698{ 629{
699 object *walk; 630 object *walk;
700 int success = 0; 631 int success = 0;
701 632
704 if (walk->type == SYMPTOM) 635 if (walk->type == SYMPTOM)
705 { 636 {
706 if (walk->value > 0) 637 if (walk->value > 0)
707 { 638 {
708 success = 1; 639 success = 1;
709 walk->value = MAX (0, walk->value - 2 * reduction); 640 walk->value = max (0, walk->value - 2 * reduction);
710 /* give the disease time to modify this symptom, 641 /* give the disease time to modify this symptom,
711 * and reduce its severity. */ 642 * and reduce its severity. */
712 walk->speed_left = 0; 643 walk->speed_left = 0;
713 } 644 }
714 } 645 }
715 } 646 }
647
716 if (success) 648 if (success)
717 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 649 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
650
718 return success; 651 return success;
719} 652}
653#endif

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