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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:37 2006 UTC vs.
Revision 1.23 by root, Mon May 14 21:32:27 2007 UTC

1/* 1/*
2 * static char *rcsid_disease_c = 2 * CrossFire, A Multiplayer game
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 24
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
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 */
32
33 29
34/* 30/*
35 31
36For DISEASES: 32For DISEASES:
37Stat Property Definition 33Stat Property Definition
130 126
131 127
132#include <global.h> 128#include <global.h>
133#include <object.h> 129#include <object.h>
134#include <living.h> 130#include <living.h>
135#ifndef __CEXTRACT__
136#include <sproto.h> 131#include <sproto.h>
137#endif
138#include <spells.h> 132#include <spells.h>
139#include <sounds.h> 133#include <sounds.h>
140#include <skills.h> 134#include <skills.h>
141 135
142/* IMPLEMENTATION NOTES 136/* IMPLEMENTATION NOTES
145inventory. They themselves do nothing, except modify Symptoms, or 139inventory. They themselves do nothing, except modify Symptoms, or
146spread to other live objects. Symptoms are what actually damage the player: 140spread to other live objects. Symptoms are what actually damage the player:
147these are their own object. */ 141these are their own object. */
148 142
149/* check if victim is susceptible to disease. */ 143/* check if victim is susceptible to disease. */
144static int
150static int is_susceptible_to_disease(object *victim, object *disease) 145is_susceptible_to_disease (object *victim, object *disease)
151{ 146{
152 if(!QUERY_FLAG(victim,FLAG_ALIVE)) return 0; 147 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; 148 return 0;
165}
166 149
150 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
151 return 1;
152
153 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD))
154 return 1;
155
156 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
157 return 1;
158
159 return 0;
160}
161
162int
167int move_disease(object *disease) { 163move_disease (object *disease)
164{
168 /* first task is to determine if the disease is inside or outside of someone. 165 /* first task is to determine if the disease is inside or outside of someone.
169 * If outside, we decrement 'value' until we're gone. 166 * If outside, we decrement 'value' until we're gone.
170 */ 167 */
171 168
172 if(disease->env==NULL) { /* we're outside of someone */ 169 if (disease->env == NULL)
170 { /* we're outside of someone */
173 if ( disease->stats.maxhp > 0 ) disease->value--; 171 if (disease->stats.maxhp > 0)
172 disease->value--;
173
174 if(disease->value==0) { 174 if (disease->value == 0)
175 remove_ob(disease); 175 {
176 free_object(disease); 176 disease->destroy ();
177 return 1; 177 return 1;
178 } 178 }
179 } else { 179 }
180 else
181 {
180 /* if we're inside a person, have the disease run its course */ 182 /* if we're inside a person, have the disease run its course */
181 /* negative foods denote "perpetual" diseases. */ 183 /* negative foods denote "perpetual" diseases. */
182 if(disease->stats.food>0) { 184 if (disease->stats.food > 0)
185 {
183 disease->stats.food--; 186 disease->stats.food--;
187
184 if (disease->stats.food==0) { 188 if (disease->stats.food == 0)
189 {
185 remove_symptoms(disease); /* remove the symptoms of this disease */ 190 remove_symptoms (disease); /* remove the symptoms of this disease */
186 grant_immunity(disease); 191 grant_immunity (disease);
187 remove_ob(disease); 192 disease->destroy ();
188 free_object(disease);
189 return 1; 193 return 1;
190 } 194 }
191 } 195 }
192 } 196 }
197
193 /* check to see if we infect others */ 198 /* check to see if we infect others */
194 check_infection(disease); 199 check_infection (disease);
195 200
196 /* impose or modify the symptoms of the disease */ 201 /* impose or modify the symptoms of the disease */
197 if(disease->env && is_susceptible_to_disease(disease->env, disease)) 202 if (disease->env && is_susceptible_to_disease (disease->env, disease))
198 do_symptoms(disease); 203 do_symptoms (disease);
199 204
200 return 0; 205 return 0;
201} 206}
202 207
203/* remove any symptoms of disease 208/* remove any symptoms of disease
204 * Modified by MSW 2003-03-28 do try to find all the symptom the 209 * 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 210 * player may have - I think through some odd interactoins with
206 * disease level and player level and whatnot, a player could get 211 * disease level and player level and whatnot, a player could get
207 * more than one symtpom to a disease. 212 * more than one symtpom to a disease.
208 */ 213 */
209 214
215int
210int remove_symptoms(object *disease) { 216remove_symptoms (object *disease)
217{
211 object *symptom, *victim=NULL; 218 object *symptom, *victim = NULL;
212 219
213 while ((symptom = find_symptom(disease)) != NULL) { 220 while ((symptom = find_symptom (disease)) != NULL)
214 if (!victim) victim=symptom->env;
215 remove_ob(symptom);
216 free_object(symptom);
217 } 221 {
218 if(victim) fix_player(victim); 222 if (!victim)
223 victim = symptom->env;
224
225 symptom->destroy ();
226 }
227
228 if (victim)
229 victim->update_stats ();
230 return 0;
231}
232
233/* argument is a disease */
234object *
235find_symptom (object *disease)
236{
237 object *walk;
238
239 /* check the inventory for symptoms */
240 for (walk = disease->env->inv; walk; walk = walk->below)
241 if (walk->name == disease->name && walk->type == SYMPTOM)
242 return walk;
243 return NULL;
244}
245
246/* searches around for more victims to infect */
247int
248check_infection (object *disease)
249{
250 int x, y, range, mflags;
251 maptile *map, *map2;
252 object *tmp;
253
254 range = abs (disease->magic);
255
256 if (disease->env)
257 {
258 x = disease->env->x;
259 y = disease->env->y;
260 map = disease->env->map;
261 }
262 else
263 {
264 x = disease->x;
265 y = disease->y;
266 map = disease->map;
267 }
268
269 if (!map)
219 return 0; 270 return 0;
220}
221 271
222/* argument is a disease */ 272 for (int i = x - range; i <= x + range; i++)
223object * find_symptom(object *disease) { 273 for (int j = y - range; j <= y + range; j++)
224 object *walk; 274 {
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; 275 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); 276 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
277
255 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) { 278 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
256 for(tmp=get_map_ob(map2,i2,j2);tmp;tmp=tmp->above) { 279 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above)
257 infect_object(tmp,disease,0); 280 infect_object (tmp, disease, 0);
258 }
259 }
260 } 281 }
261 } 282
262 return 1; 283 return 1;
263} 284}
264 285
265 286
266/* check to see if an object is infectable: 287/* check to see if an object is infectable:
267 * objects with immunity aren't infectable. 288 * objects with immunity aren't infectable.
268 * objects already infected aren't infectable. 289 * objects already infected aren't infectable.
269 * dead objects aren't infectable. 290 * dead objects aren't infectable.
270 * undead objects are infectible only if specifically named. 291 * undead objects are infectible only if specifically named.
271*/ 292*/
293int
272int infect_object(object *victim, object *disease, int force) { 294infect_object (object *victim, object *disease, int force)
295{
273 object *tmp; 296 object *tmp;
274 object *new_disease; 297 object *new_disease;
275 298
276 /* don't infect inanimate objects */ 299 /* don't infect inanimate objects */
277 if(!QUERY_FLAG(victim,FLAG_MONSTER) && !(victim->type==PLAYER)) return 0; 300 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
301 return 0;
278 302
279 /* check and see if victim can catch disease: diseases 303 /* check and see if victim can catch disease: diseases
280 * are specific 304 * are specific
281 */ 305 */
282 if(!is_susceptible_to_disease(victim, disease)) return 0; 306 if (!is_susceptible_to_disease (victim, disease))
307 return 0;
283 308
284 /* roll the dice on infection before doing the inventory check! */ 309 /* roll the dice on infection before doing the inventory check! */
285 if(!force && (random_roll(0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) 310 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
286 return 0; 311 return 0;
287 312
288 /* do an immunity check */ 313 /* do an immunity check */
314 if (victim->head)
289 if(victim->head) tmp = victim->head->inv; 315 tmp = victim->head->inv;
316 else
290 else tmp = victim->inv; 317 tmp = victim->inv;
291 318
292 /* There used to (IMO) be a flaw in the below - it used to be the case 319 /* 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 320 * 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 321 * 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 322 * (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 323 * they were cast in that same order. Instead, change it so that
297 * if you diseased, you can't get diseased more. 324 * if you diseased, you can't get diseased more.
298 */ 325 */
299 326
300 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { 327 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
328 {
301 if(tmp->type == SIGN && !strcmp(tmp->name,disease->name) && tmp->level >= disease->level) 329 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
302 return 0; /*Immune! */ 330 return 0; /* Immune! */
303 else if (tmp->type==DISEASE && !strcmp(tmp->name,disease->name)) 331 else if (tmp->type == DISEASE && tmp->name == disease->name)
304 return 0; /* already diseased */ 332 return 0; /* already diseased */
305 } 333 }
306 334
307 /* If we've gotten this far, go ahead and infect the victim. */ 335 /* If we've gotten this far, go ahead and infect the victim. */
308 new_disease = get_object(); 336 new_disease = disease->clone ();
309 copy_object(disease,new_disease);
310 new_disease->stats.food=disease->stats.maxgrace; 337 new_disease->stats.food = disease->stats.maxgrace;
311 new_disease->value=disease->stats.maxhp; 338 new_disease->value = disease->stats.maxhp;
312 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 339 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
313 340
314 /* Unfortunately, set_owner does the wrong thing to the skills pointers 341 /* Unfortunately, set_owner does the wrong thing to the skills pointers
315 * resulting in exp going into the owners *current* chosen skill. 342 * resulting in exp going into the owners *current* chosen skill.
316 */ 343 */
317 344
318 if(get_owner(disease)) { 345 if (disease->owner)
319 set_owner(new_disease,disease->owner); 346 {
347 new_disease->set_owner (disease->owner);
320 348
321 /* Only need to update skill if different */ 349 /* Only need to update skill if different */
322 if (new_disease->skill != disease->skill) { 350 if (new_disease->skill != disease->skill)
323 if (new_disease->skill) free_string(new_disease->skill); 351 new_disease->skill = disease->skill;
324 if (disease->skill) new_disease->skill = add_refcount(disease->skill);
325 }
326 } 352 }
353 else
327 else { /* for diseases which are passed by hitting, set owner and praying skill*/ 354 { /* for diseases which are passed by hitting, set owner and praying skill */
328 if(disease->env && disease->env->type==PLAYER) { 355 if (disease->env && disease->env->type == PLAYER)
356 {
329 object *player = disease->env; 357 object *player = disease->env;
330 358
331 set_owner(new_disease,player); 359 new_disease->set_owner (player);
360
332 /* the skill pointer for these diseases should already be set up - 361 /* the skill pointer for these diseases should already be set up -
333 * hardcoding in 'praying' is not the right approach. 362 * hardcoding in 'praying' is not the right approach.
334 */ 363 */
335 } 364 }
336 } 365 }
337 366
338 insert_ob_in_ob(new_disease,victim); 367 insert_ob_in_ob (new_disease, victim);
339 /* This appears to be a horrible case of overloading 'NO_PASS' 368 /* This appears to be a horrible case of overloading 'NO_PASS'
340 * for meaning in the diseases. 369 * for meaning in the diseases.
341 */ 370 */
342 new_disease->move_block = 0; 371 new_disease->move_block = 0;
343 if(new_disease->owner && new_disease->owner->type==PLAYER) { 372 if (new_disease->owner && new_disease->owner->type == PLAYER)
373 {
344 char buf[128]; 374 char buf[128];
375
345 /* if the disease has a title, it has a special infection message 376 /* if the disease has a title, it has a special infection message
346 * This messages is printed in the form MESSAGE victim 377 * This messages is printed in the form MESSAGE victim
347 */ 378 */
348 if(new_disease->title) 379 if (new_disease->title)
349 sprintf(buf,"%s %s!!",disease->title,victim->name); 380 sprintf (buf, "%s %s!!", &disease->title, &victim->name);
350 else 381 else
351 sprintf(buf,"You infect %s with your disease, %s!",victim->name,new_disease->name); 382 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name);
352 383
353 if(victim->type == PLAYER) 384 if (victim->type == PLAYER)
354 new_draw_info(NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 385 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
355 else 386 else
356 new_draw_info(0, 4, new_disease->owner, buf); 387 new_draw_info (0, 4, new_disease->owner, buf);
357 } 388 }
358 if(victim->type==PLAYER) 389 if (victim->type == PLAYER)
359 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,"You suddenly feel ill."); 390 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
360 391
361 return 1; 392 return 1;
362 393
363} 394}
364 395
365 396
366 397
367/* this function monitors the symptoms caused by the disease (if any), 398/* this function monitors the symptoms caused by the disease (if any),
368causes symptoms, and modifies existing symptoms in the case of 399causes symptoms, and modifies existing symptoms in the case of
369existing diseases. */ 400existing diseases. */
370 401
402int
371int do_symptoms(object *disease) { 403do_symptoms (object *disease)
404{
372 object *symptom; 405 object *symptom;
373 object *victim; 406 object *victim;
374 object *tmp; 407 object *tmp;
408
375 victim = disease->env; 409 victim = disease->env;
376 410
377 /* This is a quick hack - for whatever reason, disease->env will point 411 /* This is a quick hack - for whatever reason, disease->env will point
378 * back to disease, causing endless loops. Why this happens really needs 412 * back to disease, causing endless loops. Why this happens really needs
379 * to be found, but this should at least prevent the infinite loops. 413 * to be found, but this should at least prevent the infinite loops.
380 */ 414 */
381 415
382 if(victim == NULL || victim==disease) 416 if (victim == NULL || victim == disease)
383 return 0;/* no-one to inflict symptoms on */ 417 return 0; /* no-one to inflict symptoms on */
384 418
385 symptom = find_symptom(disease); 419 symptom = find_symptom (disease);
386 if(symptom==NULL) { 420 if (symptom == NULL)
421 {
387 /* no symptom? need to generate one! */ 422 /* no symptom? need to generate one! */
388 object *new_symptom; 423 object *new_symptom;
389 424
390 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ 425 /* 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; 426 if (!is_susceptible_to_disease (victim, disease))
427 return 0;
392 428
393 /* check for an actual immunity */ 429 /* check for an actual immunity */
394 /* do an immunity check */ 430 /* do an immunity check */
431 if (victim->head)
395 if(victim->head) tmp = victim->head->inv; 432 tmp = victim->head->inv;
433 else
396 else tmp = victim->inv; 434 tmp = victim->inv;
397 435
398 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { 436 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
437 {
399 if(tmp->type == SIGN) /* possibly an immunity, or diseased*/ 438 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
400 if(!strcmp(tmp->name,disease->name) && tmp->level >= disease->level) 439 if (tmp->name == disease->name && tmp->level >= disease->level)
401 return 0; /*Immune! */ 440 return 0; /*Immune! */
402 } 441 }
403 442
404 new_symptom = get_archetype(ARCH_SYMPTOM); 443 new_symptom = get_archetype (ARCH_SYMPTOM);
405 444
406 /* Something special done with dam. We want diseases to be more 445 /* 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 446 * 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. 447 * do random, note, this has a weird effect with progressive diseases.
409 */ 448 */
410 if(disease->stats.dam != 0) { 449 if (disease->stats.dam != 0)
450 {
411 int dam = disease->stats.dam; 451 int dam = disease->stats.dam;
412 452
413 /* reduce the damage, on average, 50%, and making things random. */ 453 /* reduce the damage, on average, 50%, and making things random. */
414 454
415 dam = random_roll(1, FABS(dam), victim, PREFER_LOW); 455 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
416 if(disease->stats.dam < 0) dam = -dam; 456 if (disease->stats.dam < 0)
457 dam = -dam;
417 new_symptom->stats.dam = dam; 458 new_symptom->stats.dam = dam;
418 } 459 }
419 460
420 461
421 new_symptom->stats.maxsp = disease->stats.maxsp; 462 new_symptom->stats.maxsp = disease->stats.maxsp;
422 new_symptom->stats.food = new_symptom->stats.maxgrace; 463 new_symptom->stats.food = new_symptom->stats.maxgrace;
423 464
424 FREE_AND_COPY(new_symptom->name, disease->name); 465 new_symptom->name = new_symptom->name_pl = disease->name;
425 FREE_AND_COPY(new_symptom->name_pl, disease->name); 466
426 new_symptom->level = disease->level; 467 new_symptom->level = disease->level;
427 new_symptom->speed = disease->speed; 468 new_symptom->speed = disease->speed;
428 new_symptom->value = 0; 469 new_symptom->value = 0;
429 new_symptom->stats.Str =disease->stats.Str; 470
430 new_symptom->stats.Dex = disease->stats.Dex; 471 for (int i = 0; i < NUM_STATS; ++i)
431 new_symptom->stats.Con = disease->stats.Con;
432 new_symptom->stats.Wis = disease->stats.Wis; 472 new_symptom->stats.stat (i) = disease->stats.stat (i);
433 new_symptom->stats.Int = disease->stats.Int; 473
434 new_symptom->stats.Pow = disease->stats.Pow;
435 new_symptom->stats.Cha = disease->stats.Cha;
436 new_symptom->stats.sp = disease->stats.sp; 474 new_symptom->stats.sp = disease->stats.sp;
437 new_symptom->stats.food =disease->last_eat; 475 new_symptom->stats.food = disease->last_eat;
438 new_symptom->stats.maxsp = disease->stats.maxsp; 476 new_symptom->stats.maxsp = disease->stats.maxsp;
439 new_symptom->last_sp = disease->last_sp; 477 new_symptom->last_sp = disease->last_sp;
440 new_symptom->stats.exp = 0; 478 new_symptom->stats.exp = 0;
441 new_symptom->stats.hp = disease->stats.hp; 479 new_symptom->stats.hp = disease->stats.hp;
442 new_symptom->msg = add_string(disease->msg); 480 new_symptom->msg = disease->msg;
443 new_symptom->attacktype = disease->attacktype; 481 new_symptom->attacktype = disease->attacktype;
444 new_symptom->other_arch = disease->other_arch; 482 new_symptom->other_arch = disease->other_arch;
445 483
446 set_owner(new_symptom,disease->owner); 484 new_symptom->set_owner (disease->owner);
485
447 if (new_symptom->skill != disease->skill) { 486 if (new_symptom->skill != disease->skill)
448 if (new_symptom->skill) free_string(new_symptom->skill); 487 new_symptom->skill = disease->skill;
449 if (disease->skill) new_symptom->skill = add_refcount(disease->skill); 488
450 }
451 new_symptom->move_block=0; 489 new_symptom->move_block = 0;
452 insert_ob_in_ob(new_symptom,victim); 490 insert_ob_in_ob (new_symptom, victim);
453 return 1; 491 return 1;
454 } 492 }
455 493
456 /* now deal with progressing diseases: we increase the debility 494 /* now deal with progressing diseases: we increase the debility
457 * caused by the symptoms. 495 * caused by the symptoms.
458 */ 496 */
459
460 if(disease->stats.ac!=0) { 497 if (disease->stats.ac != 0)
461 float scale; 498 {
462
463 symptom->value += disease->stats.ac; 499 symptom->value += disease->stats.ac;
500
464 scale = 1.0 + symptom->value/100.0; 501 float scale = 1.f + symptom->value / 100.f;
502
465 /* now rescale all the debilities */ 503 /* now rescale all the debilities */
504 for (int i = 0; i < NUM_STATS; ++i)
466 symptom->stats.Str = (int) (scale*disease->stats.Str); 505 symptom->stats.stat (i) = scale * disease->stats.stat (i);
467 symptom->stats.Dex = (int) (scale*disease->stats.Dex); 506
468 symptom->stats.Con = (int) (scale*disease->stats.Con);
469 symptom->stats.Wis = (int) (scale*disease->stats.Wis);
470 symptom->stats.Int = (int) (scale*disease->stats.Int);
471 symptom->stats.Pow = (int) (scale*disease->stats.Pow);
472 symptom->stats.Cha = (int) (scale*disease->stats.Cha);
473 symptom->stats.dam = (int) (scale*disease->stats.dam); 507 symptom->stats.dam = scale * disease->stats.dam;
474 symptom->stats.sp = (int) (scale*disease->stats.sp); 508 symptom->stats.sp = scale * disease->stats.sp;
475 symptom->stats.food = (int) (scale*disease->last_eat); 509 symptom->stats.food = scale * disease->last_eat;
476 symptom->stats.maxsp = (int) (scale*disease->stats.maxsp); 510 symptom->stats.maxsp = scale * disease->stats.maxsp;
477 symptom->last_sp = (int) (scale*disease->last_sp); 511 symptom->last_sp = scale * disease->last_sp;
478 symptom->stats.exp = 0; 512 symptom->stats.exp = 0;
479 symptom->stats.hp = (int) (scale*disease->stats.hp); 513 symptom->stats.hp = scale * disease->stats.hp;
514
480 symptom->msg = add_string(disease->msg); 515 symptom->msg = disease->msg;
481 symptom->attacktype = disease->attacktype; 516 symptom->attacktype = disease->attacktype;
482 symptom->other_arch = disease->other_arch; 517 symptom->other_arch = disease->other_arch;
483 } 518 }
519
484 SET_FLAG(symptom,FLAG_APPLIED); 520 SET_FLAG (symptom, FLAG_APPLIED);
485 fix_player(victim); 521 victim->update_stats ();
522
486 return 1; 523 return 1;
487} 524}
488
489 525
490/* grants immunity to plagues we've seen before. */ 526/* grants immunity to plagues we've seen before. */
527int
491int grant_immunity(object *disease) { 528grant_immunity (object *disease)
529{
492 object * immunity; 530 object *immunity;
493 object *walk; 531 object *walk;
532
494 /* Don't give immunity to this disease if last_heal is set. */ 533 /* Don't give immunity to this disease if last_heal is set. */
495 if(disease->last_heal) return 0; 534 if (disease->last_heal)
535 return 0;
496 /* first, search for an immunity of the same name */ 536 /* first, search for an immunity of the same name */
497 for(walk=disease->env->inv;walk;walk=walk->below) { 537 for (walk = disease->env->inv; walk; walk = walk->below)
538 {
498 if(walk->type==98 && !strcmp(disease->name,walk->name)) { 539 if (walk->type == 98 && disease->name == walk->name)
540 {
499 walk->level = disease->level; 541 walk->level = disease->level;
500 return 1; /* just update the existing immunity. */ 542 return 1; /* just update the existing immunity. */
501 } 543 }
502 } 544 }
503 immunity = get_archetype("immunity"); 545 immunity = get_archetype ("immunity");
504 immunity->name = add_string(disease->name); 546 immunity->name = disease->name;
505 immunity->level = disease->level; 547 immunity->level = disease->level;
506 immunity->move_block = 0; 548 immunity->move_block = 0;
507 insert_ob_in_ob(immunity,disease->env); 549 insert_ob_in_ob (immunity, disease->env);
508 return 1; 550 return 1;
509 551
510} 552}
511 553
512 554
513/* make the symptom do the nasty things it does */ 555/* make the symptom do the nasty things it does */
514 556
557int
515int move_symptom(object *symptom) { 558move_symptom (object *symptom)
559{
516 object *victim = symptom->env; 560 object *victim = symptom->env;
517 object *new_ob; 561 object *new_ob;
518 int sp_reduce; 562 int sp_reduce;
519 563
520 if(victim == NULL || victim->map==NULL) { /* outside a monster/player, die immediately */ 564 if (victim == NULL || victim->map == NULL)
521 remove_ob(symptom); 565 { /* outside a monster/player, die immediately */
522 free_object(symptom); 566 symptom->destroy ();
523 return 0; 567 return 0;
524 } 568 }
525 569
570 if (symptom->stats.dam > 0)
526 if(symptom->stats.dam > 0) hit_player(victim,symptom->stats.dam,symptom,symptom->attacktype,1); 571 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
572 else
527 else hit_player(victim,(int) MAX(1,-victim->stats.maxhp * symptom->stats.dam / 100.0),symptom,symptom->attacktype,1); 573 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
528 574
529 if(symptom->stats.maxsp>0) sp_reduce = symptom->stats.maxsp; 575 if (symptom->stats.maxsp > 0)
576 sp_reduce = symptom->stats.maxsp;
577 else
530 else sp_reduce = (int) MAX(1,victim->stats.maxsp * symptom->stats.maxsp/100.0); 578 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
531 victim->stats.sp = MAX(0,victim->stats.sp - sp_reduce); 579 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
532 580
533 /* create the symptom "other arch" object and drop it here 581 /* create the symptom "other arch" object and drop it here
534 * under every part of the monster 582 * under every part of the monster
535 * The victim may well have died. 583 * The victim may well have died.
536 */ 584 */
537 585
538 if(victim->map==NULL) return 0; 586 if (victim->map == NULL)
587 return 0;
539 if(symptom->other_arch) { 588 if (symptom->other_arch)
589 {
540 object *tmp; 590 object *tmp;
591
541 tmp=victim; 592 tmp = victim;
542 if(tmp->head!=NULL) tmp=tmp->head; 593 if (tmp->head != NULL)
594 tmp = tmp->head;
543 for(/*tmp initialized above */;tmp!=NULL;tmp=tmp->more) { 595 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
596 {
544 new_ob = arch_to_object(symptom->other_arch); 597 new_ob = arch_to_object (symptom->other_arch);
545 new_ob->x = tmp->x; 598 new_ob->x = tmp->x;
546 new_ob->y = tmp->y; 599 new_ob->y = tmp->y;
547 new_ob->map = victim->map; 600 new_ob->map = victim->map;
548 insert_ob_in_map(new_ob,victim->map,victim,0); 601 insert_ob_in_map (new_ob, victim->map, victim, 0);
549 } 602 }
550 } 603 }
551 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,symptom->msg); 604 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
552 605
553 return 1; 606 return 1;
554} 607}
555 608
556
557/* possibly infect due to direct physical contact 609/* possibly infect due to direct physical contact
558 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 610 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
559 611int
560int check_physically_infect(object *victim, object *hitter) { 612check_physically_infect (object *victim, object *hitter)
561 object *walk; 613{
562 /* search for diseases, give every disease a chance to infect */ 614 /* search for diseases, give every disease a chance to infect */
563 for(walk=hitter->inv;walk!=NULL;walk=walk->below) 615 for (object *disease = hitter->inv; disease; disease = disease->below)
564 if(walk->type==DISEASE) infect_object(victim,walk,0); 616 if (disease->type == DISEASE)
617 infect_object (victim, disease, 0);
618
565 return 1; 619 return 1;
566} 620}
567 621
568/* find a disease in someone*/ 622// find a disease in someone
623object *
569object *find_disease(object *victim) { 624find_disease (object *victim)
570 object *walk; 625{
571 for(walk=victim->inv;walk;walk=walk->below) 626 for (object *disease = victim->inv; disease; disease = disease->below)
572 if(walk->type==DISEASE) return walk; 627 if (disease->type == DISEASE)
628 return disease;
629
573 return NULL; 630 return 0;
574} 631}
575 632
576/* do the cure disease stuff, from the spell "cure disease" */ 633/* do the cure disease stuff, from the spell "cure disease" */
577 634int
578int cure_disease(object *sufferer,object *caster) { 635cure_disease (object *sufferer, object *caster)
636{
579 object *disease, *next; 637 object *disease, *next;
580 int casting_level; 638 int casting_level;
581 int cure=0; 639 int cure = 0;
582 640
641 if (caster)
583 if(caster) casting_level = caster->level; 642 casting_level = caster->level;
643 else
584 else casting_level = 1000; /* if null caster, CURE all. */ 644 casting_level = 1000; /* if null caster, CURE all. */
585 645
586 for(disease=sufferer->inv;disease;disease=next) { 646 for (disease = sufferer->inv; disease; disease = next)
647 {
587 next=disease->below; 648 next = disease->below;
588 649
589 if(disease->type==DISEASE) { /* attempt to cure this disease */ 650 if (disease->type == DISEASE)
651 { /* attempt to cure this disease */
590 /* If caster lvel is higher than disease level, cure chance 652 /* If caster level is higher than disease level, cure chance
591 * is automatic. If lower, then the chance is basically 653 * is automatic. If lower, then the chance is basically
592 * 1 in level_diff - if there is a 5 level difference, chance 654 * 1 in level_diff - if there is a 5 level difference, chance
593 * is 1 in 5. 655 * is 1 in 5.
594 */ 656 */
595 if ((casting_level >= disease->level) || 657 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), 658 {
597 caster, PREFER_LOW) ))) {
598
599 remove_symptoms(disease); 659 remove_symptoms (disease);
600 remove_ob(disease);
601 cure=1; 660 cure = 1;
602 if(caster) change_exp(caster,disease->stats.exp, 661
603 caster->chosen_skill?caster->chosen_skill->skill:NULL, 0); 662 if (caster)
604 free_object(disease); 663 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0);
664
665 disease->destroy ();
605 } 666 }
606 } 667 }
607 } 668 }
669
608 if (cure) { 670 if (cure)
671 {
609 /* Only draw these messages once */ 672 /* Only draw these messages once */
610 if (caster) 673 if (caster)
611 new_draw_info_format(NDI_UNIQUE,0,caster,"You cure a disease!"); 674 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
675
612 new_draw_info(NDI_UNIQUE,0,sufferer,"You no longer feel diseased."); 676 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
613 } 677 }
678
614 return 1; 679 return 1;
615} 680}
616 681
617/* reduces disease progression: reduce_symptoms 682/* reduces disease progression: reduce_symptoms
618 * return true if we actually reduce a disease. 683 * return true if we actually reduce a disease.
619 */ 684 */
620 685
686int
621int reduce_symptoms(object *sufferer, int reduction) { 687reduce_symptoms (object *sufferer, int reduction)
688{
622 object *walk; 689 object *walk;
623 int success=0; 690 int success = 0;
624 691
625 for(walk=sufferer->inv;walk;walk=walk->below) { 692 for (walk = sufferer->inv; walk; walk = walk->below)
693 {
626 if(walk->type==SYMPTOM) { 694 if (walk->type == SYMPTOM)
695 {
627 if(walk->value > 0) { 696 if (walk->value > 0)
697 {
628 success=1; 698 success = 1;
629 walk->value = MAX(0,walk->value - 2*reduction); 699 walk->value = MAX (0, walk->value - 2 * reduction);
630 /* give the disease time to modify this symptom, 700 /* give the disease time to modify this symptom,
631 * and reduce its severity. */ 701 * and reduce its severity. */
632 walk->speed_left = 0; 702 walk->speed_left = 0;
633 } 703 }
634 } 704 }
635 } 705 }
636 if (success) 706 if (success)
637 new_draw_info(NDI_UNIQUE,0,sufferer,"Your illness seems less severe."); 707 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
638 return success; 708 return success;
639} 709}
640

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