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 1.29 by root, Tue Aug 7 21:58:25 2007 UTC

1/* 1/*
2 * static char *rcsid_disease_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: disease.C,v 1.2 2006/08/29 08:01:37 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 22 */
5/*
6 CrossFire, A Multiplayer game for X-windows
7 23
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, 24/* This file contains all the code implementing diseases,
29 except for odds and ends in attack.c and in 25 * except for odds and ends in attack.c and in
30 living.c*/ 26 * living.c
31 27 */
32
33 28
34/* 29/*
35 30
36For DISEASES: 31For DISEASES:
37Stat Property Definition 32Stat Property Definition
130 125
131 126
132#include <global.h> 127#include <global.h>
133#include <object.h> 128#include <object.h>
134#include <living.h> 129#include <living.h>
135#ifndef __CEXTRACT__
136#include <sproto.h> 130#include <sproto.h>
137#endif
138#include <spells.h> 131#include <spells.h>
139#include <sounds.h> 132#include <sounds.h>
140#include <skills.h> 133#include <skills.h>
141 134
142/* IMPLEMENTATION NOTES 135/* IMPLEMENTATION NOTES
145inventory. They themselves do nothing, except modify Symptoms, or 138inventory. They themselves do nothing, except modify Symptoms, or
146spread to other live objects. Symptoms are what actually damage the player: 139spread to other live objects. Symptoms are what actually damage the player:
147these are their own object. */ 140these are their own object. */
148 141
149/* check if victim is susceptible to disease. */ 142/* check if victim is susceptible to disease. */
143static int
150static int is_susceptible_to_disease(object *victim, object *disease) 144is_susceptible_to_disease (object *victim, object *disease)
151{ 145{
152 if(!QUERY_FLAG(victim,FLAG_ALIVE)) return 0; 146 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; 147 return 0;
165}
166 148
149 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
150 return 1;
151
152 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
153 return 1;
154
155 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
156 return 1;
157
158 return 0;
159}
160
161int
167int move_disease(object *disease) { 162move_disease (object *disease)
163{
168 /* first task is to determine if the disease is inside or outside of someone. 164 /* first task is to determine if the disease is inside or outside of someone.
169 * If outside, we decrement 'value' until we're gone. 165 * If outside, we decrement 'value' until we're gone.
170 */ 166 */
171 167
172 if(disease->env==NULL) { /* we're outside of someone */ 168 if (!disease->env)
169 { /* we're outside of someone */
173 if ( disease->stats.maxhp > 0 ) disease->value--; 170 if (disease->stats.maxhp > 0)
171 disease->value--;
172
174 if(disease->value==0) { 173 if (!disease->value)
175 remove_ob(disease); 174 {
176 free_object(disease); 175 disease->destroy ();
177 return 1; 176 return 1;
178 } 177 }
179 } else { 178 }
179 else
180 {
180 /* if we're inside a person, have the disease run its course */ 181 /* if we're inside a person, have the disease run its course */
181 /* negative foods denote "perpetual" diseases. */ 182 /* negative/zero food denotes "perpetual" diseases. */
182 if(disease->stats.food>0) { 183 if (disease->stats.food > 0)
184 {
183 disease->stats.food--; 185 disease->stats.food--;
186
184 if (disease->stats.food==0) { 187 if (!disease->stats.food)
188 {
185 remove_symptoms(disease); /* remove the symptoms of this disease */ 189 remove_symptoms (disease); /* remove the symptoms of this disease */
186 grant_immunity(disease); 190 grant_immunity (disease);
187 remove_ob(disease); 191 disease->destroy ();
188 free_object(disease);
189 return 1; 192 return 1;
190 } 193 }
191 } 194 }
192 } 195 }
196
193 /* check to see if we infect others */ 197 /* check to see if we infect others */
194 check_infection(disease); 198 check_infection (disease);
195 199
196 /* impose or modify the symptoms of the disease */ 200 /* impose or modify the symptoms of the disease */
197 if(disease->env && is_susceptible_to_disease(disease->env, disease)) 201 if (disease->env && is_susceptible_to_disease (disease->env, disease))
198 do_symptoms(disease); 202 do_symptoms (disease);
199 203
200 return 0; 204 return 0;
201} 205}
202 206
203/* remove any symptoms of disease 207/* remove any symptoms of disease
204 * Modified by MSW 2003-03-28 do try to find all the symptom the 208 * 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 209 * player may have - I think through some odd interactoins with
206 * disease level and player level and whatnot, a player could get 210 * disease level and player level and whatnot, a player could get
207 * more than one symtpom to a disease. 211 * more than one symtpom to a disease.
208 */ 212 */
209 213
214int
210int remove_symptoms(object *disease) { 215remove_symptoms (object *disease)
216{
211 object *symptom, *victim=NULL; 217 object *symptom, *victim = NULL;
212 218
213 while ((symptom = find_symptom(disease)) != NULL) { 219 while ((symptom = find_symptom (disease)) != NULL)
214 if (!victim) victim=symptom->env;
215 remove_ob(symptom);
216 free_object(symptom);
217 } 220 {
218 if(victim) fix_player(victim); 221 if (!victim)
222 victim = symptom->env;
223
224 symptom->destroy ();
225 }
226
227 if (victim)
228 victim->update_stats ();
229 return 0;
230}
231
232/* argument is a disease */
233object *
234find_symptom (object *disease)
235{
236 object *walk;
237
238 /* check the inventory for symptoms */
239 for (walk = disease->env->inv; walk; walk = walk->below)
240 if (walk->name == disease->name && walk->type == SYMPTOM)
241 return walk;
242 return NULL;
243}
244
245/* searches around for more victims to infect */
246int
247check_infection (object *disease)
248{
249 int x, y, range, mflags;
250 maptile *map, *map2;
251 object *tmp;
252
253 range = abs (disease->magic);
254
255 if (disease->env)
256 {
257 x = disease->env->x;
258 y = disease->env->y;
259 map = disease->env->map;
260 }
261 else
262 {
263 x = disease->x;
264 y = disease->y;
265 map = disease->map;
266 }
267
268 if (!map)
219 return 0; 269 return 0;
220}
221 270
222/* argument is a disease */ 271 for (int i = x - range; i <= x + range; i++)
223object * find_symptom(object *disease) { 272 for (int j = y - range; j <= y + range; j++)
224 object *walk; 273 {
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; 274 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); 275 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
276
255 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) { 277 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
256 for(tmp=get_map_ob(map2,i2,j2);tmp;tmp=tmp->above) { 278 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above)
257 infect_object(tmp,disease,0); 279 infect_object (tmp, disease, 0);
258 }
259 }
260 } 280 }
261 } 281
262 return 1; 282 return 1;
263} 283}
264 284
265 285
266/* check to see if an object is infectable: 286/* check to see if an object is infectable:
267 * objects with immunity aren't infectable. 287 * objects with immunity aren't infectable.
268 * objects already infected aren't infectable. 288 * objects already infected aren't infectable.
269 * dead objects aren't infectable. 289 * dead objects aren't infectable.
270 * undead objects are infectible only if specifically named. 290 * undead objects are infectible only if specifically named.
271*/ 291*/
292int
272int infect_object(object *victim, object *disease, int force) { 293infect_object (object *victim, object *disease, int force)
294{
273 object *tmp; 295 object *tmp;
274 object *new_disease; 296 object *new_disease;
275 297
276 /* don't infect inanimate objects */ 298 /* don't infect inanimate objects */
277 if(!QUERY_FLAG(victim,FLAG_MONSTER) && !(victim->type==PLAYER)) return 0; 299 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
300 return 0;
278 301
279 /* check and see if victim can catch disease: diseases 302 /* check and see if victim can catch disease: diseases
280 * are specific 303 * are specific
281 */ 304 */
282 if(!is_susceptible_to_disease(victim, disease)) return 0; 305 if (!is_susceptible_to_disease (victim, disease))
306 return 0;
283 307
284 /* roll the dice on infection before doing the inventory check! */ 308 /* roll the dice on infection before doing the inventory check! */
285 if(!force && (random_roll(0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) 309 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
286 return 0; 310 return 0;
287 311
288 /* do an immunity check */ 312 /* do an immunity check */
313 if (victim->head)
289 if(victim->head) tmp = victim->head->inv; 314 tmp = victim->head->inv;
315 else
290 else tmp = victim->inv; 316 tmp = victim->inv;
291 317
292 /* There used to (IMO) be a flaw in the below - it used to be the case 318 /* 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 319 * 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 320 * 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 321 * (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 322 * they were cast in that same order. Instead, change it so that
297 * if you diseased, you can't get diseased more. 323 * if you diseased, you can't get diseased more.
298 */ 324 */
299 325
300 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { 326 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
327 {
301 if(tmp->type == SIGN && !strcmp(tmp->name,disease->name) && tmp->level >= disease->level) 328 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
302 return 0; /*Immune! */ 329 return 0; /* Immune! */
303 else if (tmp->type==DISEASE && !strcmp(tmp->name,disease->name)) 330 else if (tmp->type == DISEASE && tmp->name == disease->name)
304 return 0; /* already diseased */ 331 return 0; /* already diseased */
305 } 332 }
306 333
307 /* If we've gotten this far, go ahead and infect the victim. */ 334 /* If we've gotten this far, go ahead and infect the victim. */
308 new_disease = get_object(); 335 new_disease = disease->clone ();
309 copy_object(disease,new_disease);
310 new_disease->stats.food=disease->stats.maxgrace; 336 new_disease->stats.food = disease->stats.maxgrace;
311 new_disease->value=disease->stats.maxhp; 337 new_disease->value = disease->stats.maxhp;
312 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 338 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
313 339
314 /* Unfortunately, set_owner does the wrong thing to the skills pointers 340 /* Unfortunately, set_owner does the wrong thing to the skills pointers
315 * resulting in exp going into the owners *current* chosen skill. 341 * resulting in exp going into the owners *current* chosen skill.
316 */ 342 */
317 343
318 if(get_owner(disease)) { 344 if (disease->owner)
319 set_owner(new_disease,disease->owner); 345 {
346 new_disease->set_owner (disease->owner);
320 347
321 /* Only need to update skill if different */ 348 /* Only need to update skill if different */
322 if (new_disease->skill != disease->skill) { 349 if (new_disease->skill != disease->skill)
323 if (new_disease->skill) free_string(new_disease->skill); 350 new_disease->skill = disease->skill;
324 if (disease->skill) new_disease->skill = add_refcount(disease->skill);
325 }
326 } 351 }
352 else
327 else { /* for diseases which are passed by hitting, set owner and praying skill*/ 353 { /* for diseases which are passed by hitting, set owner and praying skill */
328 if(disease->env && disease->env->type==PLAYER) { 354 if (disease->env && disease->env->type == PLAYER)
355 {
329 object *player = disease->env; 356 object *player = disease->env;
330 357
331 set_owner(new_disease,player); 358 new_disease->set_owner (player);
359
332 /* the skill pointer for these diseases should already be set up - 360 /* the skill pointer for these diseases should already be set up -
333 * hardcoding in 'praying' is not the right approach. 361 * hardcoding in 'praying' is not the right approach.
334 */ 362 */
335 } 363 }
336 } 364 }
337 365
338 insert_ob_in_ob(new_disease,victim); 366 insert_ob_in_ob (new_disease, victim->head_ ());
339 /* This appears to be a horrible case of overloading 'NO_PASS' 367 /* This appears to be a horrible case of overloading 'NO_PASS'
340 * for meaning in the diseases. 368 * for meaning in the diseases.
341 */ 369 */
342 new_disease->move_block = 0; 370 new_disease->move_block = 0;
343 if(new_disease->owner && new_disease->owner->type==PLAYER) { 371 if (new_disease->owner && new_disease->owner->type == PLAYER)
372 {
344 char buf[128]; 373 char buf[128];
374
345 /* if the disease has a title, it has a special infection message 375 /* if the disease has a title, it has a special infection message
346 * This messages is printed in the form MESSAGE victim 376 * This messages is printed in the form MESSAGE victim
347 */ 377 */
348 if(new_disease->title) 378 if (new_disease->title)
349 sprintf(buf,"%s %s!!",disease->title,victim->name); 379 sprintf (buf, "%s %s!!", &disease->title, &victim->name);
350 else 380 else
351 sprintf(buf,"You infect %s with your disease, %s!",victim->name,new_disease->name); 381 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name);
352 382
353 if(victim->type == PLAYER) 383 if (victim->type == PLAYER)
354 new_draw_info(NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 384 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
355 else 385 else
356 new_draw_info(0, 4, new_disease->owner, buf); 386 new_draw_info (0, 4, new_disease->owner, buf);
357 } 387 }
358 if(victim->type==PLAYER) 388 if (victim->type == PLAYER)
359 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,"You suddenly feel ill."); 389 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
360 390
361 return 1; 391 return 1;
362 392
363} 393}
364 394
365 395
366 396
367/* this function monitors the symptoms caused by the disease (if any), 397/* this function monitors the symptoms caused by the disease (if any),
368causes symptoms, and modifies existing symptoms in the case of 398causes symptoms, and modifies existing symptoms in the case of
369existing diseases. */ 399existing diseases. */
370 400
401int
371int do_symptoms(object *disease) { 402do_symptoms (object *disease)
403{
372 object *symptom; 404 object *symptom;
373 object *victim; 405 object *victim;
374 object *tmp; 406 object *tmp;
407
375 victim = disease->env; 408 victim = disease->env;
376 409
377 /* This is a quick hack - for whatever reason, disease->env will point 410 /* This is a quick hack - for whatever reason, disease->env will point
378 * back to disease, causing endless loops. Why this happens really needs 411 * back to disease, causing endless loops. Why this happens really needs
379 * to be found, but this should at least prevent the infinite loops. 412 * to be found, but this should at least prevent the infinite loops.
380 */ 413 */
381 414
382 if(victim == NULL || victim==disease) 415 if (victim == NULL || victim == disease)
383 return 0;/* no-one to inflict symptoms on */ 416 return 0; /* no-one to inflict symptoms on */
384 417
385 symptom = find_symptom(disease); 418 symptom = find_symptom (disease);
386 if(symptom==NULL) { 419 if (symptom == NULL)
420 {
387 /* no symptom? need to generate one! */ 421 /* no symptom? need to generate one! */
388 object *new_symptom; 422 object *new_symptom;
389 423
390 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ 424 /* 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; 425 if (!is_susceptible_to_disease (victim, disease))
426 return 0;
392 427
393 /* check for an actual immunity */ 428 /* check for an actual immunity */
394 /* do an immunity check */ 429 /* do an immunity check */
430 if (victim->head)
395 if(victim->head) tmp = victim->head->inv; 431 tmp = victim->head->inv;
432 else
396 else tmp = victim->inv; 433 tmp = victim->inv;
397 434
398 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { 435 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
436 {
399 if(tmp->type == SIGN) /* possibly an immunity, or diseased*/ 437 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
400 if(!strcmp(tmp->name,disease->name) && tmp->level >= disease->level) 438 if (tmp->name == disease->name && tmp->level >= disease->level)
401 return 0; /*Immune! */ 439 return 0; /*Immune! */
402 } 440 }
403 441
404 new_symptom = get_archetype(ARCH_SYMPTOM); 442 new_symptom = get_archetype ("symptom");
405 443
406 /* Something special done with dam. We want diseases to be more 444 /* 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 445 * 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. 446 * do random, note, this has a weird effect with progressive diseases.
409 */ 447 */
410 if(disease->stats.dam != 0) { 448 if (disease->stats.dam != 0)
449 {
411 int dam = disease->stats.dam; 450 int dam = disease->stats.dam;
412 451
413 /* reduce the damage, on average, 50%, and making things random. */ 452 /* reduce the damage, on average, 50%, and making things random. */
414 453
415 dam = random_roll(1, FABS(dam), victim, PREFER_LOW); 454 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
416 if(disease->stats.dam < 0) dam = -dam; 455 if (disease->stats.dam < 0)
456 dam = -dam;
417 new_symptom->stats.dam = dam; 457 new_symptom->stats.dam = dam;
418 } 458 }
419 459
420
421 new_symptom->stats.maxsp = disease->stats.maxsp;
422 new_symptom->stats.food = new_symptom->stats.maxgrace;
423 460
424 FREE_AND_COPY(new_symptom->name, disease->name);
425 FREE_AND_COPY(new_symptom->name_pl, disease->name);
426 new_symptom->level = disease->level;
427 new_symptom->speed = disease->speed;
428 new_symptom->value = 0;
429 new_symptom->stats.Str =disease->stats.Str;
430 new_symptom->stats.Dex = disease->stats.Dex;
431 new_symptom->stats.Con = disease->stats.Con;
432 new_symptom->stats.Wis = disease->stats.Wis;
433 new_symptom->stats.Int = disease->stats.Int;
434 new_symptom->stats.Pow = disease->stats.Pow;
435 new_symptom->stats.Cha = disease->stats.Cha;
436 new_symptom->stats.sp = disease->stats.sp;
437 new_symptom->stats.food =disease->last_eat;
438 new_symptom->stats.maxsp = disease->stats.maxsp; 461 new_symptom->stats.maxsp = disease->stats.maxsp;
462 new_symptom->stats.food = new_symptom->stats.maxgrace;
463
464 new_symptom->name = new_symptom->name_pl = disease->name;
465
466 new_symptom->level = disease->level;
467 new_symptom->speed = disease->speed;
468 new_symptom->value = 0;
469
470 for (int i = 0; i < NUM_STATS; ++i)
471 new_symptom->stats.stat (i) = disease->stats.stat (i);
472
473 new_symptom->stats.sp = disease->stats.sp;
474 new_symptom->stats.food = disease->last_eat;
475 new_symptom->stats.maxsp = disease->stats.maxsp;
439 new_symptom->last_sp = disease->last_sp; 476 new_symptom->last_sp = disease->last_sp;
440 new_symptom->stats.exp = 0; 477 new_symptom->stats.exp = 0;
441 new_symptom->stats.hp = disease->stats.hp; 478 new_symptom->stats.hp = disease->stats.hp;
442 new_symptom->msg = add_string(disease->msg); 479 new_symptom->msg = disease->msg;
443 new_symptom->attacktype = disease->attacktype; 480 new_symptom->attacktype = disease->attacktype;
444 new_symptom->other_arch = disease->other_arch; 481 new_symptom->other_arch = disease->other_arch;
445 482
446 set_owner(new_symptom,disease->owner); 483 new_symptom->set_owner (disease->owner);
484
447 if (new_symptom->skill != disease->skill) { 485 if (new_symptom->skill != disease->skill)
448 if (new_symptom->skill) free_string(new_symptom->skill); 486 new_symptom->skill = disease->skill;
449 if (disease->skill) new_symptom->skill = add_refcount(disease->skill); 487
450 }
451 new_symptom->move_block=0; 488 new_symptom->move_block = 0;
452 insert_ob_in_ob(new_symptom,victim); 489 insert_ob_in_ob (new_symptom, victim);
453 return 1; 490 return 1;
454 } 491 }
455 492
456 /* now deal with progressing diseases: we increase the debility 493 /* now deal with progressing diseases: we increase the debility
457 * caused by the symptoms. 494 * caused by the symptoms.
458 */ 495 */
459
460 if(disease->stats.ac!=0) { 496 if (disease->stats.ac)
461 float scale; 497 {
498 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
462 499
463 symptom->value += disease->stats.ac;
464 scale = 1.0 + symptom->value/100.0; 500 float scale = 1.f + symptom->value / 100.f;
501
465 /* now rescale all the debilities */ 502 /* now rescale all the debilities */
466 symptom->stats.Str = (int) (scale*disease->stats.Str); 503 for (int i = 0; i < NUM_STATS; ++i)
467 symptom->stats.Dex = (int) (scale*disease->stats.Dex); 504 symptom->stats.stat (i) = clamp (scale * disease->stats.stat (i), -MAX_STAT, MAX_STAT);
468 symptom->stats.Con = (int) (scale*disease->stats.Con); 505
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); 506 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
474 symptom->stats.sp = (int) (scale*disease->stats.sp);
475 symptom->stats.food = (int) (scale*disease->last_eat); 507 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
476 symptom->stats.maxsp = (int) (scale*disease->stats.maxsp); 508 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
477 symptom->last_sp = (int) (scale*disease->last_sp); 509 symptom->last_sp = clamp (scale * disease->last_sp , -1024, 1024);
510 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
511 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
478 symptom->stats.exp = 0; 512 symptom->stats.exp = 0;
479 symptom->stats.hp = (int) (scale*disease->stats.hp); 513
480 symptom->msg = add_string(disease->msg); 514 symptom->msg = disease->msg;
481 symptom->attacktype = disease->attacktype; 515 symptom->attacktype = disease->attacktype;
482 symptom->other_arch = disease->other_arch; 516 symptom->other_arch = disease->other_arch;
483 } 517 }
518
484 SET_FLAG(symptom,FLAG_APPLIED); 519 SET_FLAG (symptom, FLAG_APPLIED);
485 fix_player(victim); 520 victim->update_stats ();
521
486 return 1; 522 return 1;
487} 523}
488
489 524
490/* grants immunity to plagues we've seen before. */ 525/* grants immunity to plagues we've seen before. */
526int
491int grant_immunity(object *disease) { 527grant_immunity (object *disease)
528{
492 object * immunity; 529 object *immunity;
493 object *walk; 530 object *walk;
531
494 /* Don't give immunity to this disease if last_heal is set. */ 532 /* Don't give immunity to this disease if last_heal is set. */
495 if(disease->last_heal) return 0; 533 if (disease->last_heal)
534 return 0;
496 /* first, search for an immunity of the same name */ 535 /* first, search for an immunity of the same name */
497 for(walk=disease->env->inv;walk;walk=walk->below) { 536 for (walk = disease->env->inv; walk; walk = walk->below)
537 {
498 if(walk->type==98 && !strcmp(disease->name,walk->name)) { 538 if (walk->type == 98 && disease->name == walk->name)
539 {
499 walk->level = disease->level; 540 walk->level = disease->level;
500 return 1; /* just update the existing immunity. */ 541 return 1; /* just update the existing immunity. */
501 } 542 }
502 } 543 }
503 immunity = get_archetype("immunity"); 544 immunity = get_archetype ("immunity");
504 immunity->name = add_string(disease->name); 545 immunity->name = disease->name;
505 immunity->level = disease->level; 546 immunity->level = disease->level;
506 immunity->move_block = 0; 547 immunity->move_block = 0;
507 insert_ob_in_ob(immunity,disease->env); 548 insert_ob_in_ob (immunity, disease->env);
508 return 1; 549 return 1;
509 550
510} 551}
511 552
512 553
513/* make the symptom do the nasty things it does */ 554/* make the symptom do the nasty things it does */
514 555
556int
515int move_symptom(object *symptom) { 557move_symptom (object *symptom)
558{
516 object *victim = symptom->env; 559 object *victim = symptom->env;
517 object *new_ob; 560 object *new_ob;
518 int sp_reduce; 561 int sp_reduce;
519 562
520 if(victim == NULL || victim->map==NULL) { /* outside a monster/player, die immediately */ 563 if (victim == NULL || victim->map == NULL)
521 remove_ob(symptom); 564 { /* outside a monster/player, die immediately */
522 free_object(symptom); 565 symptom->destroy ();
523 return 0; 566 return 0;
524 } 567 }
525 568
569 if (symptom->stats.dam > 0)
526 if(symptom->stats.dam > 0) hit_player(victim,symptom->stats.dam,symptom,symptom->attacktype,1); 570 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
571 else
527 else hit_player(victim,(int) MAX(1,-victim->stats.maxhp * symptom->stats.dam / 100.0),symptom,symptom->attacktype,1); 572 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
528 573
529 if(symptom->stats.maxsp>0) sp_reduce = symptom->stats.maxsp; 574 if (symptom->stats.maxsp > 0)
575 sp_reduce = symptom->stats.maxsp;
576 else
530 else sp_reduce = (int) MAX(1,victim->stats.maxsp * symptom->stats.maxsp/100.0); 577 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
531 victim->stats.sp = MAX(0,victim->stats.sp - sp_reduce); 578 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
532 579
533 /* create the symptom "other arch" object and drop it here 580 /* create the symptom "other arch" object and drop it here
534 * under every part of the monster 581 * under every part of the monster
535 * The victim may well have died. 582 * The victim may well have died.
536 */ 583 */
537 584
538 if(victim->map==NULL) return 0; 585 if (victim->map == NULL)
586 return 0;
539 if(symptom->other_arch) { 587 if (symptom->other_arch)
588 {
540 object *tmp; 589 object *tmp;
590
541 tmp=victim; 591 tmp = victim;
542 if(tmp->head!=NULL) tmp=tmp->head; 592 if (tmp->head != NULL)
593 tmp = tmp->head;
543 for(/*tmp initialized above */;tmp!=NULL;tmp=tmp->more) { 594 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
595 {
544 new_ob = arch_to_object(symptom->other_arch); 596 new_ob = arch_to_object (symptom->other_arch);
545 new_ob->x = tmp->x; 597 new_ob->x = tmp->x;
546 new_ob->y = tmp->y; 598 new_ob->y = tmp->y;
547 new_ob->map = victim->map; 599 new_ob->map = victim->map;
548 insert_ob_in_map(new_ob,victim->map,victim,0); 600 insert_ob_in_map (new_ob, victim->map, victim, 0);
549 } 601 }
550 } 602 }
551 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,symptom->msg); 603 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
552 604
553 return 1; 605 return 1;
554} 606}
555 607
556
557/* possibly infect due to direct physical contact 608/* possibly infect due to direct physical contact
558 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 609 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
559 610int
560int check_physically_infect(object *victim, object *hitter) { 611check_physically_infect (object *victim, object *hitter)
561 object *walk; 612{
562 /* search for diseases, give every disease a chance to infect */ 613 /* search for diseases, give every disease a chance to infect */
563 for(walk=hitter->inv;walk!=NULL;walk=walk->below) 614 for (object *disease = hitter->inv; disease; disease = disease->below)
564 if(walk->type==DISEASE) infect_object(victim,walk,0); 615 if (disease->type == DISEASE)
616 infect_object (victim, disease, 0);
617
565 return 1; 618 return 1;
566} 619}
567 620
568/* find a disease in someone*/ 621// find a disease in someone
622object *
569object *find_disease(object *victim) { 623find_disease (object *victim)
570 object *walk; 624{
571 for(walk=victim->inv;walk;walk=walk->below) 625 for (object *disease = victim->inv; disease; disease = disease->below)
572 if(walk->type==DISEASE) return walk; 626 if (disease->type == DISEASE)
627 return disease;
628
573 return NULL; 629 return 0;
574} 630}
575 631
576/* do the cure disease stuff, from the spell "cure disease" */ 632/* do the cure disease stuff, from the spell "cure disease" */
577 633int
578int cure_disease(object *sufferer,object *caster) { 634cure_disease (object *sufferer, object *caster)
635{
579 object *disease, *next; 636 object *disease, *next;
580 int casting_level; 637 int casting_level;
581 int cure=0; 638 int cure = 0;
582 639
640 if (caster)
583 if(caster) casting_level = caster->level; 641 casting_level = caster->level;
642 else
584 else casting_level = 1000; /* if null caster, CURE all. */ 643 casting_level = 1000; /* if null caster, CURE all. */
585 644
586 for(disease=sufferer->inv;disease;disease=next) { 645 for (disease = sufferer->inv; disease; disease = next)
646 {
587 next=disease->below; 647 next = disease->below;
588 648
589 if(disease->type==DISEASE) { /* attempt to cure this disease */ 649 if (disease->type == DISEASE)
650 { /* attempt to cure this disease */
590 /* If caster lvel is higher than disease level, cure chance 651 /* If caster level is higher than disease level, cure chance
591 * is automatic. If lower, then the chance is basically 652 * is automatic. If lower, then the chance is basically
592 * 1 in level_diff - if there is a 5 level difference, chance 653 * 1 in level_diff - if there is a 5 level difference, chance
593 * is 1 in 5. 654 * is 1 in 5.
594 */ 655 */
595 if ((casting_level >= disease->level) || 656 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), 657 {
597 caster, PREFER_LOW) ))) {
598
599 remove_symptoms(disease); 658 remove_symptoms (disease);
600 remove_ob(disease);
601 cure=1; 659 cure = 1;
602 if(caster) change_exp(caster,disease->stats.exp, 660
603 caster->chosen_skill?caster->chosen_skill->skill:NULL, 0); 661 if (caster)
604 free_object(disease); 662 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0);
663
664 disease->destroy ();
605 } 665 }
606 } 666 }
607 } 667 }
668
608 if (cure) { 669 if (cure)
670 {
609 /* Only draw these messages once */ 671 /* Only draw these messages once */
610 if (caster) 672 if (caster)
611 new_draw_info_format(NDI_UNIQUE,0,caster,"You cure a disease!"); 673 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
674
612 new_draw_info(NDI_UNIQUE,0,sufferer,"You no longer feel diseased."); 675 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
613 } 676 }
677
614 return 1; 678 return 1;
615} 679}
616 680
617/* reduces disease progression: reduce_symptoms 681/* reduces disease progression: reduce_symptoms
618 * return true if we actually reduce a disease. 682 * return true if we actually reduce a disease.
619 */ 683 */
620 684int
621int reduce_symptoms(object *sufferer, int reduction) { 685reduce_symptoms (object *sufferer, int reduction)
686{
622 object *walk; 687 object *walk;
623 int success=0; 688 int success = 0;
624 689
625 for(walk=sufferer->inv;walk;walk=walk->below) { 690 for (walk = sufferer->inv; walk; walk = walk->below)
691 {
626 if(walk->type==SYMPTOM) { 692 if (walk->type == SYMPTOM)
693 {
627 if(walk->value > 0) { 694 if (walk->value > 0)
695 {
628 success=1; 696 success = 1;
629 walk->value = MAX(0,walk->value - 2*reduction); 697 walk->value = max (0, walk->value - 2 * reduction);
630 /* give the disease time to modify this symptom, 698 /* give the disease time to modify this symptom,
631 * and reduce its severity. */ 699 * and reduce its severity. */
632 walk->speed_left = 0; 700 walk->speed_left = 0;
633 } 701 }
634 } 702 }
635 } 703 }
704
636 if (success) 705 if (success)
637 new_draw_info(NDI_UNIQUE,0,sufferer,"Your illness seems less severe."); 706 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
707
638 return success; 708 return success;
639} 709}
640

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines