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

Comparing deliantra/server/server/disease.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:37 2006 UTC vs.
Revision 1.19 by root, Mon Feb 5 02:07:40 2007 UTC

1/* 1/*
2 * static char *rcsid_disease_c = 2 * CrossFire, A Multiplayer game for X-windows
3 * "$Id: disease.C,v 1.2 2006/08/29 08:01:37 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
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
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26*/
27 24
28/* This file contains all the code implementing diseases, 25/* This file contains all the code implementing diseases,
29 except for odds and ends in attack.c and in 26 except for odds and ends in attack.c and in
30 living.c*/ 27 living.c*/
31 28
130 127
131 128
132#include <global.h> 129#include <global.h>
133#include <object.h> 130#include <object.h>
134#include <living.h> 131#include <living.h>
135#ifndef __CEXTRACT__
136#include <sproto.h> 132#include <sproto.h>
137#endif
138#include <spells.h> 133#include <spells.h>
139#include <sounds.h> 134#include <sounds.h>
140#include <skills.h> 135#include <skills.h>
141 136
142/* IMPLEMENTATION NOTES 137/* IMPLEMENTATION NOTES
145inventory. They themselves do nothing, except modify Symptoms, or 140inventory. They themselves do nothing, except modify Symptoms, or
146spread to other live objects. Symptoms are what actually damage the player: 141spread to other live objects. Symptoms are what actually damage the player:
147these are their own object. */ 142these are their own object. */
148 143
149/* check if victim is susceptible to disease. */ 144/* check if victim is susceptible to disease. */
145static int
150static int is_susceptible_to_disease(object *victim, object *disease) 146is_susceptible_to_disease (object *victim, object *disease)
151{ 147{
152 if(!QUERY_FLAG(victim,FLAG_ALIVE)) return 0; 148 if (!QUERY_FLAG (victim, FLAG_ALIVE))
153
154 if(strstr(disease->race, "*") && !QUERY_FLAG(victim, FLAG_UNDEAD))
155 return 1;
156
157 if((disease->race == undead_name) && QUERY_FLAG(victim, FLAG_UNDEAD))
158 return 1;
159
160 if((victim->race && strstr(disease->race, victim->race)) ||
161 strstr(disease->race, victim->name))
162 return 1;
163
164 return 0; 149 return 0;
165}
166 150
151 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
152 return 1;
153
154 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD))
155 return 1;
156
157 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
158 return 1;
159
160 return 0;
161}
162
163int
167int move_disease(object *disease) { 164move_disease (object *disease)
165{
168 /* first task is to determine if the disease is inside or outside of someone. 166 /* first task is to determine if the disease is inside or outside of someone.
169 * If outside, we decrement 'value' until we're gone. 167 * If outside, we decrement 'value' until we're gone.
170 */ 168 */
171 169
172 if(disease->env==NULL) { /* we're outside of someone */ 170 if (disease->env == NULL)
171 { /* we're outside of someone */
173 if ( disease->stats.maxhp > 0 ) disease->value--; 172 if (disease->stats.maxhp > 0)
173 disease->value--;
174
174 if(disease->value==0) { 175 if (disease->value == 0)
175 remove_ob(disease); 176 {
176 free_object(disease); 177 disease->destroy ();
177 return 1; 178 return 1;
178 } 179 }
179 } else { 180 }
181 else
182 {
180 /* if we're inside a person, have the disease run its course */ 183 /* if we're inside a person, have the disease run its course */
181 /* negative foods denote "perpetual" diseases. */ 184 /* negative foods denote "perpetual" diseases. */
182 if(disease->stats.food>0) { 185 if (disease->stats.food > 0)
186 {
183 disease->stats.food--; 187 disease->stats.food--;
188
184 if (disease->stats.food==0) { 189 if (disease->stats.food == 0)
190 {
185 remove_symptoms(disease); /* remove the symptoms of this disease */ 191 remove_symptoms (disease); /* remove the symptoms of this disease */
186 grant_immunity(disease); 192 grant_immunity (disease);
187 remove_ob(disease); 193 disease->destroy ();
188 free_object(disease);
189 return 1; 194 return 1;
190 } 195 }
191 } 196 }
192 } 197 }
198
193 /* check to see if we infect others */ 199 /* check to see if we infect others */
194 check_infection(disease); 200 check_infection (disease);
195 201
196 /* impose or modify the symptoms of the disease */ 202 /* impose or modify the symptoms of the disease */
197 if(disease->env && is_susceptible_to_disease(disease->env, disease)) 203 if (disease->env && is_susceptible_to_disease (disease->env, disease))
198 do_symptoms(disease); 204 do_symptoms (disease);
199 205
200 return 0; 206 return 0;
201} 207}
202 208
203/* remove any symptoms of disease 209/* remove any symptoms of disease
204 * Modified by MSW 2003-03-28 do try to find all the symptom the 210 * Modified by MSW 2003-03-28 do try to find all the symptom the
205 * player may have - I think through some odd interactoins with 211 * player may have - I think through some odd interactoins with
206 * disease level and player level and whatnot, a player could get 212 * disease level and player level and whatnot, a player could get
207 * more than one symtpom to a disease. 213 * more than one symtpom to a disease.
208 */ 214 */
209 215
216int
210int remove_symptoms(object *disease) { 217remove_symptoms (object *disease)
218{
211 object *symptom, *victim=NULL; 219 object *symptom, *victim = NULL;
212 220
213 while ((symptom = find_symptom(disease)) != NULL) { 221 while ((symptom = find_symptom (disease)) != NULL)
214 if (!victim) victim=symptom->env;
215 remove_ob(symptom);
216 free_object(symptom);
217 } 222 {
218 if(victim) fix_player(victim); 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 (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)
219 return 0; 271 return 0;
220}
221 272
222/* argument is a disease */ 273 for (int i = x - range; i <= x + range; i++)
223object * find_symptom(object *disease) { 274 for (int j = y - range; j <= y + range; j++)
224 object *walk; 275 {
225
226 /* check the inventory for symptoms */
227 for(walk=disease->env->inv;walk;walk = walk->below)
228 if(!strcmp(walk->name,disease->name)&&walk->type==SYMPTOM) return walk;
229 return NULL;
230}
231
232/* searches around for more victims to infect */
233int check_infection(object *disease) {
234 int x,y,range, mflags;
235 mapstruct *map, *map2;
236 object *tmp;
237 sint16 i, j, i2, j2; 276 sint16 i2, j2;
238
239 range = abs(disease->magic);
240 if(disease->env) {
241 x = disease->env->x;
242 y = disease->env->y;
243 map=disease->env->map;
244 }
245 else {
246 x = disease->x;
247 y = disease->y;
248 map = disease->map;
249 }
250
251 if(map == NULL) return 0;
252 for(i=x-range;i<=x+range;i++) {
253 for(j=y-range;j<=y+range;j++) {
254 mflags = get_map_flags(map,&map2, i,j, &i2, &j2); 277 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
278
255 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) { 279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
256 for(tmp=get_map_ob(map2,i2,j2);tmp;tmp=tmp->above) { 280 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above)
257 infect_object(tmp,disease,0); 281 infect_object (tmp, disease, 0);
258 }
259 }
260 } 282 }
261 } 283
262 return 1; 284 return 1;
263} 285}
264 286
265 287
266/* check to see if an object is infectable: 288/* check to see if an object is infectable:
267 * objects with immunity aren't infectable. 289 * objects with immunity aren't infectable.
268 * objects already infected aren't infectable. 290 * objects already infected aren't infectable.
269 * dead objects aren't infectable. 291 * dead objects aren't infectable.
270 * undead objects are infectible only if specifically named. 292 * undead objects are infectible only if specifically named.
271*/ 293*/
294int
272int infect_object(object *victim, object *disease, int force) { 295infect_object (object *victim, object *disease, int force)
296{
273 object *tmp; 297 object *tmp;
274 object *new_disease; 298 object *new_disease;
275 299
276 /* don't infect inanimate objects */ 300 /* don't infect inanimate objects */
277 if(!QUERY_FLAG(victim,FLAG_MONSTER) && !(victim->type==PLAYER)) return 0; 301 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
302 return 0;
278 303
279 /* check and see if victim can catch disease: diseases 304 /* check and see if victim can catch disease: diseases
280 * are specific 305 * are specific
281 */ 306 */
282 if(!is_susceptible_to_disease(victim, disease)) return 0; 307 if (!is_susceptible_to_disease (victim, disease))
308 return 0;
283 309
284 /* roll the dice on infection before doing the inventory check! */ 310 /* roll the dice on infection before doing the inventory check! */
285 if(!force && (random_roll(0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) 311 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
286 return 0; 312 return 0;
287 313
288 /* do an immunity check */ 314 /* do an immunity check */
315 if (victim->head)
289 if(victim->head) tmp = victim->head->inv; 316 tmp = victim->head->inv;
317 else
290 else tmp = victim->inv; 318 tmp = victim->inv;
291 319
292 /* There used to (IMO) be a flaw in the below - it used to be the case 320 /* There used to (IMO) be a flaw in the below - it used to be the case
293 * that if level check was done for both immunity and disease. This could 321 * that if level check was done for both immunity and disease. This could
294 * result in a person with multiple afflictions of the same disease 322 * result in a person with multiple afflictions of the same disease
295 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as 323 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
296 * they were cast in that same order. Instead, change it so that 324 * they were cast in that same order. Instead, change it so that
297 * if you diseased, you can't get diseased more. 325 * if you diseased, you can't get diseased more.
298 */ 326 */
299 327
300 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { 328 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
329 {
301 if(tmp->type == SIGN && !strcmp(tmp->name,disease->name) && tmp->level >= disease->level) 330 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
302 return 0; /*Immune! */ 331 return 0; /* Immune! */
303 else if (tmp->type==DISEASE && !strcmp(tmp->name,disease->name)) 332 else if (tmp->type == DISEASE && tmp->name == disease->name)
304 return 0; /* already diseased */ 333 return 0; /* already diseased */
305 } 334 }
306 335
307 /* If we've gotten this far, go ahead and infect the victim. */ 336 /* If we've gotten this far, go ahead and infect the victim. */
308 new_disease = get_object(); 337 new_disease = disease->clone ();
309 copy_object(disease,new_disease);
310 new_disease->stats.food=disease->stats.maxgrace; 338 new_disease->stats.food = disease->stats.maxgrace;
311 new_disease->value=disease->stats.maxhp; 339 new_disease->value = disease->stats.maxhp;
312 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 340 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
313 341
314 /* Unfortunately, set_owner does the wrong thing to the skills pointers 342 /* Unfortunately, set_owner does the wrong thing to the skills pointers
315 * resulting in exp going into the owners *current* chosen skill. 343 * resulting in exp going into the owners *current* chosen skill.
316 */ 344 */
317 345
318 if(get_owner(disease)) { 346 if (disease->owner)
319 set_owner(new_disease,disease->owner); 347 {
348 new_disease->set_owner (disease->owner);
320 349
321 /* Only need to update skill if different */ 350 /* Only need to update skill if different */
322 if (new_disease->skill != disease->skill) { 351 if (new_disease->skill != disease->skill)
323 if (new_disease->skill) free_string(new_disease->skill); 352 new_disease->skill = disease->skill;
324 if (disease->skill) new_disease->skill = add_refcount(disease->skill);
325 }
326 } 353 }
354 else
327 else { /* for diseases which are passed by hitting, set owner and praying skill*/ 355 { /* for diseases which are passed by hitting, set owner and praying skill */
328 if(disease->env && disease->env->type==PLAYER) { 356 if (disease->env && disease->env->type == PLAYER)
357 {
329 object *player = disease->env; 358 object *player = disease->env;
330 359
331 set_owner(new_disease,player); 360 new_disease->set_owner (player);
361
332 /* the skill pointer for these diseases should already be set up - 362 /* the skill pointer for these diseases should already be set up -
333 * hardcoding in 'praying' is not the right approach. 363 * hardcoding in 'praying' is not the right approach.
334 */ 364 */
335 } 365 }
336 } 366 }
337 367
338 insert_ob_in_ob(new_disease,victim); 368 insert_ob_in_ob (new_disease, victim);
339 /* This appears to be a horrible case of overloading 'NO_PASS' 369 /* This appears to be a horrible case of overloading 'NO_PASS'
340 * for meaning in the diseases. 370 * for meaning in the diseases.
341 */ 371 */
342 new_disease->move_block = 0; 372 new_disease->move_block = 0;
343 if(new_disease->owner && new_disease->owner->type==PLAYER) { 373 if (new_disease->owner && new_disease->owner->type == PLAYER)
374 {
344 char buf[128]; 375 char buf[128];
376
345 /* if the disease has a title, it has a special infection message 377 /* if the disease has a title, it has a special infection message
346 * This messages is printed in the form MESSAGE victim 378 * This messages is printed in the form MESSAGE victim
347 */ 379 */
348 if(new_disease->title) 380 if (new_disease->title)
349 sprintf(buf,"%s %s!!",disease->title,victim->name); 381 sprintf (buf, "%s %s!!", &disease->title, &victim->name);
350 else 382 else
351 sprintf(buf,"You infect %s with your disease, %s!",victim->name,new_disease->name); 383 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name);
352 384
353 if(victim->type == PLAYER) 385 if (victim->type == PLAYER)
354 new_draw_info(NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 386 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
355 else 387 else
356 new_draw_info(0, 4, new_disease->owner, buf); 388 new_draw_info (0, 4, new_disease->owner, buf);
357 } 389 }
358 if(victim->type==PLAYER) 390 if (victim->type == PLAYER)
359 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,"You suddenly feel ill."); 391 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
360 392
361 return 1; 393 return 1;
362 394
363} 395}
364 396
365 397
366 398
367/* this function monitors the symptoms caused by the disease (if any), 399/* this function monitors the symptoms caused by the disease (if any),
368causes symptoms, and modifies existing symptoms in the case of 400causes symptoms, and modifies existing symptoms in the case of
369existing diseases. */ 401existing diseases. */
370 402
403int
371int do_symptoms(object *disease) { 404do_symptoms (object *disease)
405{
372 object *symptom; 406 object *symptom;
373 object *victim; 407 object *victim;
374 object *tmp; 408 object *tmp;
409
375 victim = disease->env; 410 victim = disease->env;
376 411
377 /* This is a quick hack - for whatever reason, disease->env will point 412 /* This is a quick hack - for whatever reason, disease->env will point
378 * back to disease, causing endless loops. Why this happens really needs 413 * back to disease, causing endless loops. Why this happens really needs
379 * to be found, but this should at least prevent the infinite loops. 414 * to be found, but this should at least prevent the infinite loops.
380 */ 415 */
381 416
382 if(victim == NULL || victim==disease) 417 if (victim == NULL || victim == disease)
383 return 0;/* no-one to inflict symptoms on */ 418 return 0; /* no-one to inflict symptoms on */
384 419
385 symptom = find_symptom(disease); 420 symptom = find_symptom (disease);
386 if(symptom==NULL) { 421 if (symptom == NULL)
422 {
387 /* no symptom? need to generate one! */ 423 /* no symptom? need to generate one! */
388 object *new_symptom; 424 object *new_symptom;
389 425
390 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ 426 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
391 if(!is_susceptible_to_disease(victim, disease)) return 0; 427 if (!is_susceptible_to_disease (victim, disease))
428 return 0;
392 429
393 /* check for an actual immunity */ 430 /* check for an actual immunity */
394 /* do an immunity check */ 431 /* do an immunity check */
432 if (victim->head)
395 if(victim->head) tmp = victim->head->inv; 433 tmp = victim->head->inv;
434 else
396 else tmp = victim->inv; 435 tmp = victim->inv;
397 436
398 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { 437 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
438 {
399 if(tmp->type == SIGN) /* possibly an immunity, or diseased*/ 439 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
400 if(!strcmp(tmp->name,disease->name) && tmp->level >= disease->level) 440 if (tmp->name == disease->name && tmp->level >= disease->level)
401 return 0; /*Immune! */ 441 return 0; /*Immune! */
402 } 442 }
403 443
404 new_symptom = get_archetype(ARCH_SYMPTOM); 444 new_symptom = get_archetype (ARCH_SYMPTOM);
405 445
406 /* Something special done with dam. We want diseases to be more 446 /* Something special done with dam. We want diseases to be more
407 * random in what they'll kill, so we'll make the damage they 447 * random in what they'll kill, so we'll make the damage they
408 * do random, note, this has a weird effect with progressive diseases. 448 * do random, note, this has a weird effect with progressive diseases.
409 */ 449 */
410 if(disease->stats.dam != 0) { 450 if (disease->stats.dam != 0)
451 {
411 int dam = disease->stats.dam; 452 int dam = disease->stats.dam;
412 453
413 /* reduce the damage, on average, 50%, and making things random. */ 454 /* reduce the damage, on average, 50%, and making things random. */
414 455
415 dam = random_roll(1, FABS(dam), victim, PREFER_LOW); 456 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
416 if(disease->stats.dam < 0) dam = -dam; 457 if (disease->stats.dam < 0)
458 dam = -dam;
417 new_symptom->stats.dam = dam; 459 new_symptom->stats.dam = dam;
418 } 460 }
419 461
420 462
421 new_symptom->stats.maxsp = disease->stats.maxsp; 463 new_symptom->stats.maxsp = disease->stats.maxsp;
422 new_symptom->stats.food = new_symptom->stats.maxgrace; 464 new_symptom->stats.food = new_symptom->stats.maxgrace;
423 465
424 FREE_AND_COPY(new_symptom->name, disease->name); 466 new_symptom->name = new_symptom->name_pl = disease->name;
425 FREE_AND_COPY(new_symptom->name_pl, disease->name); 467
426 new_symptom->level = disease->level; 468 new_symptom->level = disease->level;
427 new_symptom->speed = disease->speed; 469 new_symptom->speed = disease->speed;
428 new_symptom->value = 0; 470 new_symptom->value = 0;
429 new_symptom->stats.Str =disease->stats.Str; 471 new_symptom->stats.Str = disease->stats.Str;
430 new_symptom->stats.Dex = disease->stats.Dex; 472 new_symptom->stats.Dex = disease->stats.Dex;
431 new_symptom->stats.Con = disease->stats.Con; 473 new_symptom->stats.Con = disease->stats.Con;
432 new_symptom->stats.Wis = disease->stats.Wis; 474 new_symptom->stats.Wis = disease->stats.Wis;
433 new_symptom->stats.Int = disease->stats.Int; 475 new_symptom->stats.Int = disease->stats.Int;
434 new_symptom->stats.Pow = disease->stats.Pow; 476 new_symptom->stats.Pow = disease->stats.Pow;
435 new_symptom->stats.Cha = disease->stats.Cha; 477 new_symptom->stats.Cha = disease->stats.Cha;
436 new_symptom->stats.sp = disease->stats.sp; 478 new_symptom->stats.sp = disease->stats.sp;
437 new_symptom->stats.food =disease->last_eat; 479 new_symptom->stats.food = disease->last_eat;
438 new_symptom->stats.maxsp = disease->stats.maxsp; 480 new_symptom->stats.maxsp = disease->stats.maxsp;
439 new_symptom->last_sp = disease->last_sp; 481 new_symptom->last_sp = disease->last_sp;
440 new_symptom->stats.exp = 0; 482 new_symptom->stats.exp = 0;
441 new_symptom->stats.hp = disease->stats.hp; 483 new_symptom->stats.hp = disease->stats.hp;
442 new_symptom->msg = add_string(disease->msg); 484 new_symptom->msg = disease->msg;
443 new_symptom->attacktype = disease->attacktype; 485 new_symptom->attacktype = disease->attacktype;
444 new_symptom->other_arch = disease->other_arch; 486 new_symptom->other_arch = disease->other_arch;
445 487
446 set_owner(new_symptom,disease->owner); 488 new_symptom->set_owner (disease->owner);
489
447 if (new_symptom->skill != disease->skill) { 490 if (new_symptom->skill != disease->skill)
448 if (new_symptom->skill) free_string(new_symptom->skill); 491 new_symptom->skill = disease->skill;
449 if (disease->skill) new_symptom->skill = add_refcount(disease->skill); 492
450 }
451 new_symptom->move_block=0; 493 new_symptom->move_block = 0;
452 insert_ob_in_ob(new_symptom,victim); 494 insert_ob_in_ob (new_symptom, victim);
453 return 1; 495 return 1;
454 } 496 }
455 497
456 /* now deal with progressing diseases: we increase the debility 498 /* now deal with progressing diseases: we increase the debility
457 * caused by the symptoms. 499 * caused by the symptoms.
458 */ 500 */
459 501
460 if(disease->stats.ac!=0) { 502 if (disease->stats.ac != 0)
503 {
461 float scale; 504 float scale;
462 505
463 symptom->value += disease->stats.ac; 506 symptom->value += disease->stats.ac;
464 scale = 1.0 + symptom->value/100.0; 507 scale = 1.0 + symptom->value / 100.0;
465 /* now rescale all the debilities */ 508 /* now rescale all the debilities */
466 symptom->stats.Str = (int) (scale*disease->stats.Str); 509 symptom->stats.Str = (int) (scale * disease->stats.Str);
467 symptom->stats.Dex = (int) (scale*disease->stats.Dex); 510 symptom->stats.Dex = (int) (scale * disease->stats.Dex);
468 symptom->stats.Con = (int) (scale*disease->stats.Con); 511 symptom->stats.Con = (int) (scale * disease->stats.Con);
469 symptom->stats.Wis = (int) (scale*disease->stats.Wis); 512 symptom->stats.Wis = (int) (scale * disease->stats.Wis);
470 symptom->stats.Int = (int) (scale*disease->stats.Int); 513 symptom->stats.Int = (int) (scale * disease->stats.Int);
471 symptom->stats.Pow = (int) (scale*disease->stats.Pow); 514 symptom->stats.Pow = (int) (scale * disease->stats.Pow);
472 symptom->stats.Cha = (int) (scale*disease->stats.Cha); 515 symptom->stats.Cha = (int) (scale * disease->stats.Cha);
473 symptom->stats.dam = (int) (scale*disease->stats.dam); 516 symptom->stats.dam = (int) (scale * disease->stats.dam);
474 symptom->stats.sp = (int) (scale*disease->stats.sp); 517 symptom->stats.sp = (int) (scale * disease->stats.sp);
475 symptom->stats.food = (int) (scale*disease->last_eat); 518 symptom->stats.food = (int) (scale * disease->last_eat);
476 symptom->stats.maxsp = (int) (scale*disease->stats.maxsp); 519 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp);
477 symptom->last_sp = (int) (scale*disease->last_sp); 520 symptom->last_sp = (int) (scale * disease->last_sp);
478 symptom->stats.exp = 0; 521 symptom->stats.exp = 0;
479 symptom->stats.hp = (int) (scale*disease->stats.hp); 522 symptom->stats.hp = (int) (scale * disease->stats.hp);
480 symptom->msg = add_string(disease->msg); 523 symptom->msg = disease->msg;
481 symptom->attacktype = disease->attacktype; 524 symptom->attacktype = disease->attacktype;
482 symptom->other_arch = disease->other_arch; 525 symptom->other_arch = disease->other_arch;
483 } 526 }
484 SET_FLAG(symptom,FLAG_APPLIED); 527 SET_FLAG (symptom, FLAG_APPLIED);
485 fix_player(victim); 528 victim->update_stats ();
486 return 1; 529 return 1;
487} 530}
488 531
489 532
490/* grants immunity to plagues we've seen before. */ 533/* grants immunity to plagues we've seen before. */
534int
491int grant_immunity(object *disease) { 535grant_immunity (object *disease)
536{
492 object * immunity; 537 object *immunity;
493 object *walk; 538 object *walk;
539
494 /* Don't give immunity to this disease if last_heal is set. */ 540 /* Don't give immunity to this disease if last_heal is set. */
495 if(disease->last_heal) return 0; 541 if (disease->last_heal)
542 return 0;
496 /* first, search for an immunity of the same name */ 543 /* first, search for an immunity of the same name */
497 for(walk=disease->env->inv;walk;walk=walk->below) { 544 for (walk = disease->env->inv; walk; walk = walk->below)
545 {
498 if(walk->type==98 && !strcmp(disease->name,walk->name)) { 546 if (walk->type == 98 && disease->name == walk->name)
547 {
499 walk->level = disease->level; 548 walk->level = disease->level;
500 return 1; /* just update the existing immunity. */ 549 return 1; /* just update the existing immunity. */
501 } 550 }
502 } 551 }
503 immunity = get_archetype("immunity"); 552 immunity = get_archetype ("immunity");
504 immunity->name = add_string(disease->name); 553 immunity->name = disease->name;
505 immunity->level = disease->level; 554 immunity->level = disease->level;
506 immunity->move_block = 0; 555 immunity->move_block = 0;
507 insert_ob_in_ob(immunity,disease->env); 556 insert_ob_in_ob (immunity, disease->env);
508 return 1; 557 return 1;
509 558
510} 559}
511 560
512 561
513/* make the symptom do the nasty things it does */ 562/* make the symptom do the nasty things it does */
514 563
564int
515int move_symptom(object *symptom) { 565move_symptom (object *symptom)
566{
516 object *victim = symptom->env; 567 object *victim = symptom->env;
517 object *new_ob; 568 object *new_ob;
518 int sp_reduce; 569 int sp_reduce;
519 570
520 if(victim == NULL || victim->map==NULL) { /* outside a monster/player, die immediately */ 571 if (victim == NULL || victim->map == NULL)
521 remove_ob(symptom); 572 { /* outside a monster/player, die immediately */
522 free_object(symptom); 573 symptom->destroy ();
523 return 0; 574 return 0;
524 } 575 }
525 576
577 if (symptom->stats.dam > 0)
526 if(symptom->stats.dam > 0) hit_player(victim,symptom->stats.dam,symptom,symptom->attacktype,1); 578 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
579 else
527 else hit_player(victim,(int) MAX(1,-victim->stats.maxhp * symptom->stats.dam / 100.0),symptom,symptom->attacktype,1); 580 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
528 581
529 if(symptom->stats.maxsp>0) sp_reduce = symptom->stats.maxsp; 582 if (symptom->stats.maxsp > 0)
583 sp_reduce = symptom->stats.maxsp;
584 else
530 else sp_reduce = (int) MAX(1,victim->stats.maxsp * symptom->stats.maxsp/100.0); 585 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
531 victim->stats.sp = MAX(0,victim->stats.sp - sp_reduce); 586 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
532 587
533 /* create the symptom "other arch" object and drop it here 588 /* create the symptom "other arch" object and drop it here
534 * under every part of the monster 589 * under every part of the monster
535 * The victim may well have died. 590 * The victim may well have died.
536 */ 591 */
537 592
538 if(victim->map==NULL) return 0; 593 if (victim->map == NULL)
594 return 0;
539 if(symptom->other_arch) { 595 if (symptom->other_arch)
596 {
540 object *tmp; 597 object *tmp;
598
541 tmp=victim; 599 tmp = victim;
542 if(tmp->head!=NULL) tmp=tmp->head; 600 if (tmp->head != NULL)
601 tmp = tmp->head;
543 for(/*tmp initialized above */;tmp!=NULL;tmp=tmp->more) { 602 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
603 {
544 new_ob = arch_to_object(symptom->other_arch); 604 new_ob = arch_to_object (symptom->other_arch);
545 new_ob->x = tmp->x; 605 new_ob->x = tmp->x;
546 new_ob->y = tmp->y; 606 new_ob->y = tmp->y;
547 new_ob->map = victim->map; 607 new_ob->map = victim->map;
548 insert_ob_in_map(new_ob,victim->map,victim,0); 608 insert_ob_in_map (new_ob, victim->map, victim, 0);
549 } 609 }
550 } 610 }
551 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,symptom->msg); 611 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
552 612
553 return 1; 613 return 1;
554} 614}
555 615
556 616
557/* possibly infect due to direct physical contact 617/* possibly infect due to direct physical contact
558 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 618 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
559 619
620int
560int check_physically_infect(object *victim, object *hitter) { 621check_physically_infect (object *victim, object *hitter)
622{
561 object *walk; 623 object *walk;
624
562 /* search for diseases, give every disease a chance to infect */ 625 /* search for diseases, give every disease a chance to infect */
563 for(walk=hitter->inv;walk!=NULL;walk=walk->below) 626 for (walk = hitter->inv; walk != NULL; walk = walk->below)
564 if(walk->type==DISEASE) infect_object(victim,walk,0); 627 if (walk->type == DISEASE)
628 infect_object (victim, walk, 0);
565 return 1; 629 return 1;
566} 630}
567 631
568/* find a disease in someone*/ 632/* find a disease in someone*/
633object *
569object *find_disease(object *victim) { 634find_disease (object *victim)
635{
570 object *walk; 636 object *walk;
637
571 for(walk=victim->inv;walk;walk=walk->below) 638 for (walk = victim->inv; walk; walk = walk->below)
572 if(walk->type==DISEASE) return walk; 639 if (walk->type == DISEASE)
640 return walk;
573 return NULL; 641 return NULL;
574} 642}
575 643
576/* do the cure disease stuff, from the spell "cure disease" */ 644/* do the cure disease stuff, from the spell "cure disease" */
577 645
646int
578int cure_disease(object *sufferer,object *caster) { 647cure_disease (object *sufferer, object *caster)
648{
579 object *disease, *next; 649 object *disease, *next;
580 int casting_level; 650 int casting_level;
581 int cure=0; 651 int cure = 0;
582 652
653 if (caster)
583 if(caster) casting_level = caster->level; 654 casting_level = caster->level;
655 else
584 else casting_level = 1000; /* if null caster, CURE all. */ 656 casting_level = 1000; /* if null caster, CURE all. */
585 657
586 for(disease=sufferer->inv;disease;disease=next) { 658 for (disease = sufferer->inv; disease; disease = next)
659 {
587 next=disease->below; 660 next = disease->below;
588 661
589 if(disease->type==DISEASE) { /* attempt to cure this disease */ 662 if (disease->type == DISEASE)
663 { /* attempt to cure this disease */
590 /* If caster lvel is higher than disease level, cure chance 664 /* If caster lvel is higher than disease level, cure chance
591 * is automatic. If lower, then the chance is basically 665 * is automatic. If lower, then the chance is basically
592 * 1 in level_diff - if there is a 5 level difference, chance 666 * 1 in level_diff - if there is a 5 level difference, chance
593 * is 1 in 5. 667 * is 1 in 5.
594 */ 668 */
595 if ((casting_level >= disease->level) || 669 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
596 ( ! (random_roll(0, (disease->level - casting_level - 1), 670 {
597 caster, PREFER_LOW) ))) {
598 671
599 remove_symptoms(disease); 672 remove_symptoms (disease);
600 remove_ob(disease);
601 cure=1; 673 cure = 1;
602 if(caster) change_exp(caster,disease->stats.exp, 674
603 caster->chosen_skill?caster->chosen_skill->skill:NULL, 0); 675 if (caster)
604 free_object(disease); 676 change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0);
677
678 disease->destroy ();
605 } 679 }
606 } 680 }
607 } 681 }
608 if (cure) { 682 if (cure)
683 {
609 /* Only draw these messages once */ 684 /* Only draw these messages once */
610 if (caster) 685 if (caster)
611 new_draw_info_format(NDI_UNIQUE,0,caster,"You cure a disease!"); 686 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
612 new_draw_info(NDI_UNIQUE,0,sufferer,"You no longer feel diseased."); 687 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
613 } 688 }
614 return 1; 689 return 1;
615} 690}
616 691
617/* reduces disease progression: reduce_symptoms 692/* reduces disease progression: reduce_symptoms
618 * return true if we actually reduce a disease. 693 * return true if we actually reduce a disease.
619 */ 694 */
620 695
696int
621int reduce_symptoms(object *sufferer, int reduction) { 697reduce_symptoms (object *sufferer, int reduction)
698{
622 object *walk; 699 object *walk;
623 int success=0; 700 int success = 0;
624 701
625 for(walk=sufferer->inv;walk;walk=walk->below) { 702 for (walk = sufferer->inv; walk; walk = walk->below)
703 {
626 if(walk->type==SYMPTOM) { 704 if (walk->type == SYMPTOM)
705 {
627 if(walk->value > 0) { 706 if (walk->value > 0)
707 {
628 success=1; 708 success = 1;
629 walk->value = MAX(0,walk->value - 2*reduction); 709 walk->value = MAX (0, walk->value - 2 * reduction);
630 /* give the disease time to modify this symptom, 710 /* give the disease time to modify this symptom,
631 * and reduce its severity. */ 711 * and reduce its severity. */
632 walk->speed_left = 0; 712 walk->speed_left = 0;
633 } 713 }
634 } 714 }
635 } 715 }
636 if (success) 716 if (success)
637 new_draw_info(NDI_UNIQUE,0,sufferer,"Your illness seems less severe."); 717 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
638 return success; 718 return success;
639} 719}
640

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines