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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 1.33 by root, Tue Aug 7 23:40:27 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
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
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); 353 }
354 else
355 { /* for diseases which are passed by hitting, set owner and praying skill */
356 if (disease->env && disease->env->type == PLAYER)
357 {
358 object *player = disease->env;
359
360 new_disease->set_owner (player);
361
362 /* the skill pointer for these diseases should already be set up -
363 * hardcoding in 'praying' is not the right approach.
364 */
325 } 365 }
326 } 366 }
327 else { /* for diseases which are passed by hitting, set owner and praying skill*/
328 if(disease->env && disease->env->type==PLAYER) {
329 object *player = disease->env;
330 367
331 set_owner(new_disease,player);
332 /* the skill pointer for these diseases should already be set up -
333 * hardcoding in 'praying' is not the right approach.
334 */
335 }
336 }
337
338 insert_ob_in_ob(new_disease,victim); 368 insert_ob_in_ob (new_disease, victim->head_ ());
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 }
390
358 if(victim->type==PLAYER) 391 if (victim->type == PLAYER)
359 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,"You suddenly feel ill."); 392 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
360 393
361 return 1; 394 return 1;
362 395
363} 396}
364
365
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 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
410 if (!victim)
411 return 0; /* no-one to inflict symptoms on */
412
377 /* This is a quick hack - for whatever reason, disease->env will point 413 /* This is a quick hack - for whatever reason, disease->env will point
378 * back to disease, causing endless loops. Why this happens really needs 414 * back to disease, causing endless loops. Why this happens really needs
379 * to be found, but this should at least prevent the infinite loops. 415 * to be found, but this should at least prevent the infinite loops.
380 */ 416 */
417 //TODO: should no longer be the case, monitor, and remove
418 if (victim == disease)
419 {
420 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
421 return 0;
422 }
381 423
382 if(victim == NULL || victim==disease)
383 return 0;/* no-one to inflict symptoms on */
384
385 symptom = find_symptom(disease); 424 symptom = find_symptom (disease);
386 if(symptom==NULL) { 425 if (!symptom)
426 {
387 /* no symptom? need to generate one! */ 427 /* no symptom? need to generate one! */
388 object *new_symptom; 428 object *new_symptom;
389 429
390 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ 430 /* 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; 431 if (!is_susceptible_to_disease (victim, disease))
432 return 0;
392 433
393 /* check for an actual immunity */ 434 /* check for an actual immunity */
394 /* do an immunity check */ 435 /* do an immunity check */
436 if (victim->head)
395 if(victim->head) tmp = victim->head->inv; 437 tmp = victim->head->inv;
438 else
396 else tmp = victim->inv; 439 tmp = victim->inv;
397 440
398 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { 441 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
399 if(tmp->type == SIGN) /* possibly an immunity, or diseased*/ 442 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
400 if(!strcmp(tmp->name,disease->name) && tmp->level >= disease->level) 443 if (tmp->name == disease->name && tmp->level >= disease->level)
401 return 0; /*Immune! */ 444 return 0; /*Immune! */
445
446 new_symptom = get_archetype ("symptom");
447
448 /* Something special done with dam. We want diseases to be more
449 * random in what they'll kill, so we'll make the damage they
450 * do random, note, this has a weird effect with progressive diseases.
451 */
452 if (disease->stats.dam != 0)
453 {
454 int dam = disease->stats.dam;
455
456 /* reduce the damage, on average, 50%, and making things random. */
457
458 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
459 if (disease->stats.dam < 0)
460 dam = -dam;
461
462 new_symptom->stats.dam = dam;
402 } 463 }
403
404 new_symptom = get_archetype(ARCH_SYMPTOM);
405 464
406 /* Something special done with dam. We want diseases to be more 465 new_symptom->stats.maxsp = disease->stats.maxsp;
407 * random in what they'll kill, so we'll make the damage they 466 new_symptom->stats.food = new_symptom->stats.maxgrace;
408 * do random, note, this has a weird effect with progressive diseases. 467
468 new_symptom->name = new_symptom->name_pl = disease->name;
469
470 new_symptom->level = disease->level;
471 new_symptom->speed = disease->speed;
472 new_symptom->value = 0;
473
474 for (int i = 0; i < NUM_STATS; ++i)
475 new_symptom->stats.stat (i) = disease->stats.stat (i);
476
477 new_symptom->stats.sp = disease->stats.sp;
478 new_symptom->stats.food = disease->last_eat;
479 new_symptom->stats.maxsp = disease->stats.maxsp;
480 new_symptom->last_sp = disease->last_sp;
481 new_symptom->stats.exp = 0;
482 new_symptom->stats.hp = disease->stats.hp;
483 new_symptom->msg = disease->msg;
484 new_symptom->attacktype = disease->attacktype;
485 new_symptom->other_arch = disease->other_arch;
486
487 new_symptom->set_owner (disease->owner);
488
489 if (new_symptom->skill != disease->skill)
490 new_symptom->skill = disease->skill;
491
492 new_symptom->move_block = 0;
493 insert_ob_in_ob (new_symptom, victim);
494 return 1;
495 }
496
497 /* now deal with progressing diseases: we increase the debility
498 * caused by the symptoms.
499 */
500 if (disease->stats.ac)
501 {
502 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
503
504 float scale = 1.f + symptom->value / 100.f;
505
506 /* now rescale all the debilities */
507 for (int i = 0; i < NUM_STATS; ++i)
508 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
509
510 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
511 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
512 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
513 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
514 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
515 symptom->stats.exp = 0;
516 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
517 symptom->msg = disease->msg;
518 symptom->attacktype = disease->attacktype;
519 symptom->other_arch = disease->other_arch;
520 }
521
522 SET_FLAG (symptom, FLAG_APPLIED);
523 victim->update_stats ();
524
525 return 1;
526}
527
528/* grants immunity to plagues we've seen before. */
529int
530grant_immunity (object *disease)
531{
532 object *immunity;
533 object *walk;
534
535 /* Don't give immunity to this disease if last_heal is set. */
536 if (disease->last_heal)
537 return 0;
538 /* first, search for an immunity of the same name */
539 for (walk = disease->env->inv; walk; walk = walk->below)
540 {
541 if (walk->type == 98 && disease->name == walk->name)
409 */ 542 {
410 if(disease->stats.dam != 0) { 543 walk->level = disease->level;
411 int dam = disease->stats.dam; 544 return 1; /* just update the existing immunity. */
412
413 /* reduce the damage, on average, 50%, and making things random. */
414
415 dam = random_roll(1, FABS(dam), victim, PREFER_LOW);
416 if(disease->stats.dam < 0) dam = -dam;
417 new_symptom->stats.dam = dam;
418 } 545 }
419
420
421 new_symptom->stats.maxsp = disease->stats.maxsp;
422 new_symptom->stats.food = new_symptom->stats.maxgrace;
423
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;
439 new_symptom->last_sp = disease->last_sp;
440 new_symptom->stats.exp = 0;
441 new_symptom->stats.hp = disease->stats.hp;
442 new_symptom->msg = add_string(disease->msg);
443 new_symptom->attacktype = disease->attacktype;
444 new_symptom->other_arch = disease->other_arch;
445
446 set_owner(new_symptom,disease->owner);
447 if (new_symptom->skill != disease->skill) {
448 if (new_symptom->skill) free_string(new_symptom->skill);
449 if (disease->skill) new_symptom->skill = add_refcount(disease->skill);
450 }
451 new_symptom->move_block=0;
452 insert_ob_in_ob(new_symptom,victim);
453 return 1;
454 }
455
456 /* now deal with progressing diseases: we increase the debility
457 * caused by the symptoms.
458 */
459
460 if(disease->stats.ac!=0) {
461 float scale;
462
463 symptom->value += disease->stats.ac;
464 scale = 1.0 + symptom->value/100.0;
465 /* now rescale all the debilities */
466 symptom->stats.Str = (int) (scale*disease->stats.Str);
467 symptom->stats.Dex = (int) (scale*disease->stats.Dex);
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);
474 symptom->stats.sp = (int) (scale*disease->stats.sp);
475 symptom->stats.food = (int) (scale*disease->last_eat);
476 symptom->stats.maxsp = (int) (scale*disease->stats.maxsp);
477 symptom->last_sp = (int) (scale*disease->last_sp);
478 symptom->stats.exp = 0;
479 symptom->stats.hp = (int) (scale*disease->stats.hp);
480 symptom->msg = add_string(disease->msg);
481 symptom->attacktype = disease->attacktype;
482 symptom->other_arch = disease->other_arch;
483 }
484 SET_FLAG(symptom,FLAG_APPLIED);
485 fix_player(victim);
486 return 1;
487}
488
489
490/* grants immunity to plagues we've seen before. */
491int grant_immunity(object *disease) {
492 object * immunity;
493 object *walk;
494 /* Don't give immunity to this disease if last_heal is set. */
495 if(disease->last_heal) return 0;
496 /* first, search for an immunity of the same name */
497 for(walk=disease->env->inv;walk;walk=walk->below) {
498 if(walk->type==98 && !strcmp(disease->name,walk->name)) {
499 walk->level = disease->level;
500 return 1; /* just update the existing immunity. */
501 }
502 } 546 }
503 immunity = get_archetype("immunity"); 547 immunity = get_archetype ("immunity");
504 immunity->name = add_string(disease->name); 548 immunity->name = disease->name;
505 immunity->level = disease->level; 549 immunity->level = disease->level;
506 immunity->move_block = 0; 550 immunity->move_block = 0;
507 insert_ob_in_ob(immunity,disease->env); 551 insert_ob_in_ob (immunity, disease->env);
508 return 1; 552 return 1;
509 553
510} 554}
511 555
512 556
513/* make the symptom do the nasty things it does */ 557/* make the symptom do the nasty things it does */
514 558
559int
515int move_symptom(object *symptom) { 560move_symptom (object *symptom)
561{
516 object *victim = symptom->env; 562 object *victim = symptom->env;
517 object *new_ob; 563 object *new_ob;
518 int sp_reduce; 564 int sp_reduce;
519 565
520 if(victim == NULL || victim->map==NULL) { /* outside a monster/player, die immediately */ 566 if (victim == NULL || victim->map == NULL)
521 remove_ob(symptom); 567 { /* outside a monster/player, die immediately */
522 free_object(symptom); 568 symptom->destroy ();
523 return 0; 569 return 0;
524 } 570 }
525 571
572 if (symptom->stats.dam > 0)
526 if(symptom->stats.dam > 0) hit_player(victim,symptom->stats.dam,symptom,symptom->attacktype,1); 573 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
574 else
527 else hit_player(victim,(int) MAX(1,-victim->stats.maxhp * symptom->stats.dam / 100.0),symptom,symptom->attacktype,1); 575 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
528 576
529 if(symptom->stats.maxsp>0) sp_reduce = symptom->stats.maxsp; 577 if (symptom->stats.maxsp > 0)
578 sp_reduce = symptom->stats.maxsp;
579 else
530 else sp_reduce = (int) MAX(1,victim->stats.maxsp * symptom->stats.maxsp/100.0); 580 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
531 victim->stats.sp = MAX(0,victim->stats.sp - sp_reduce); 581 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
532 582
533 /* create the symptom "other arch" object and drop it here 583 /* create the symptom "other arch" object and drop it here
534 * under every part of the monster 584 * under every part of the monster
535 * The victim may well have died. 585 * The victim may well have died.
536 */ 586 */
537 587
538 if(victim->map==NULL) return 0; 588 if (victim->map == NULL)
589 return 0;
539 if(symptom->other_arch) { 590 if (symptom->other_arch)
591 {
540 object *tmp; 592 object *tmp;
593
541 tmp=victim; 594 tmp = victim;
542 if(tmp->head!=NULL) tmp=tmp->head; 595 if (tmp->head != NULL)
596 tmp = tmp->head;
543 for(/*tmp initialized above */;tmp!=NULL;tmp=tmp->more) { 597 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
598 {
544 new_ob = arch_to_object(symptom->other_arch); 599 new_ob = arch_to_object (symptom->other_arch);
545 new_ob->x = tmp->x; 600 new_ob->x = tmp->x;
546 new_ob->y = tmp->y; 601 new_ob->y = tmp->y;
547 new_ob->map = victim->map; 602 new_ob->map = victim->map;
548 insert_ob_in_map(new_ob,victim->map,victim,0); 603 insert_ob_in_map (new_ob, victim->map, victim, 0);
549 } 604 }
550 } 605 }
551 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,symptom->msg); 606 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
552 607
553 return 1; 608 return 1;
554} 609}
555 610
556
557/* possibly infect due to direct physical contact 611/* possibly infect due to direct physical contact
558 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 612 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
559 613int
560int check_physically_infect(object *victim, object *hitter) { 614check_physically_infect (object *victim, object *hitter)
561 object *walk; 615{
562 /* search for diseases, give every disease a chance to infect */ 616 /* search for diseases, give every disease a chance to infect */
563 for(walk=hitter->inv;walk!=NULL;walk=walk->below) 617 for (object *disease = hitter->inv; disease; disease = disease->below)
564 if(walk->type==DISEASE) infect_object(victim,walk,0); 618 if (disease->type == DISEASE)
619 infect_object (victim, disease, 0);
620
565 return 1; 621 return 1;
566} 622}
567 623
568/* find a disease in someone*/ 624// find a disease in someone
625object *
569object *find_disease(object *victim) { 626find_disease (object *victim)
570 object *walk; 627{
571 for(walk=victim->inv;walk;walk=walk->below) 628 for (object *disease = victim->inv; disease; disease = disease->below)
572 if(walk->type==DISEASE) return walk; 629 if (disease->type == DISEASE)
630 return disease;
631
573 return NULL; 632 return 0;
574} 633}
575 634
576/* do the cure disease stuff, from the spell "cure disease" */ 635/* do the cure disease stuff, from the spell "cure disease" */
577 636int
578int cure_disease(object *sufferer,object *caster) { 637cure_disease (object *sufferer, object *caster)
638{
579 object *disease, *next; 639 object *disease, *next;
580 int casting_level; 640 int casting_level;
581 int cure=0; 641 int cure = 0;
582 642
643 if (caster)
583 if(caster) casting_level = caster->level; 644 casting_level = caster->level;
645 else
584 else casting_level = 1000; /* if null caster, CURE all. */ 646 casting_level = 1000; /* if null caster, CURE all. */
585 647
586 for(disease=sufferer->inv;disease;disease=next) { 648 for (disease = sufferer->inv; disease; disease = next)
649 {
587 next=disease->below; 650 next = disease->below;
588 651
589 if(disease->type==DISEASE) { /* attempt to cure this disease */ 652 if (disease->type == DISEASE)
653 { /* attempt to cure this disease */
590 /* If caster lvel is higher than disease level, cure chance 654 /* If caster level is higher than disease level, cure chance
591 * is automatic. If lower, then the chance is basically 655 * is automatic. If lower, then the chance is basically
592 * 1 in level_diff - if there is a 5 level difference, chance 656 * 1 in level_diff - if there is a 5 level difference, chance
593 * is 1 in 5. 657 * is 1 in 5.
594 */ 658 */
595 if ((casting_level >= disease->level) || 659 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), 660 {
597 caster, PREFER_LOW) ))) {
598
599 remove_symptoms(disease); 661 remove_symptoms (disease);
600 remove_ob(disease);
601 cure=1; 662 cure = 1;
602 if(caster) change_exp(caster,disease->stats.exp, 663
603 caster->chosen_skill?caster->chosen_skill->skill:NULL, 0); 664 if (caster)
604 free_object(disease); 665 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0);
666
667 disease->destroy ();
605 } 668 }
606 } 669 }
607 } 670 }
671
608 if (cure) { 672 if (cure)
673 {
609 /* Only draw these messages once */ 674 /* Only draw these messages once */
610 if (caster) 675 if (caster)
611 new_draw_info_format(NDI_UNIQUE,0,caster,"You cure a disease!"); 676 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
677
612 new_draw_info(NDI_UNIQUE,0,sufferer,"You no longer feel diseased."); 678 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
613 } 679 }
680
614 return 1; 681 return 1;
615} 682}
616 683
617/* reduces disease progression: reduce_symptoms 684/* reduces disease progression: reduce_symptoms
618 * return true if we actually reduce a disease. 685 * return true if we actually reduce a disease.
619 */ 686 */
620 687int
621int reduce_symptoms(object *sufferer, int reduction) { 688reduce_symptoms (object *sufferer, int reduction)
689{
622 object *walk; 690 object *walk;
623 int success=0; 691 int success = 0;
624 692
625 for(walk=sufferer->inv;walk;walk=walk->below) { 693 for (walk = sufferer->inv; walk; walk = walk->below)
694 {
626 if(walk->type==SYMPTOM) { 695 if (walk->type == SYMPTOM)
696 {
627 if(walk->value > 0) { 697 if (walk->value > 0)
698 {
628 success=1; 699 success = 1;
629 walk->value = MAX(0,walk->value - 2*reduction); 700 walk->value = max (0, walk->value - 2 * reduction);
630 /* give the disease time to modify this symptom, 701 /* give the disease time to modify this symptom,
631 * and reduce its severity. */ 702 * and reduce its severity. */
632 walk->speed_left = 0; 703 walk->speed_left = 0;
633 } 704 }
634 } 705 }
635 } 706 }
707
636 if (success) 708 if (success)
637 new_draw_info(NDI_UNIQUE,0,sufferer,"Your illness seems less severe."); 709 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
710
638 return success; 711 return success;
639} 712}
640

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