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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 1.34 by root, Sun Aug 12 07:04:48 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
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); 352 }
353 else
354 { /* for diseases which are passed by hitting, set owner and praying skill */
355 if (disease->env && disease->env->type == PLAYER)
356 {
357 object *player = disease->env;
358
359 new_disease->set_owner (player);
360
361 /* the skill pointer for these diseases should already be set up -
362 * hardcoding in 'praying' is not the right approach.
363 */
325 } 364 }
326 } 365 }
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;
330 366
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); 367 insert_ob_in_ob (new_disease, victim->head_ ());
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 }
389
358 if(victim->type==PLAYER) 390 if (victim->type == PLAYER)
359 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,"You suddenly feel ill."); 391 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
360 392
361 return 1; 393 return 1;
362 394
363} 395}
364
365
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 400int
371int do_symptoms(object *disease) { 401do_symptoms (object *disease)
402{
372 object *symptom; 403 object *symptom;
373 object *victim; 404 object *victim;
374 object *tmp; 405 object *tmp;
406
375 victim = disease->env; 407 victim = disease->env;
376 408
409 if (!victim)
410 return 0; /* no-one to inflict symptoms on */
411
377 /* This is a quick hack - for whatever reason, disease->env will point 412 /* This is a quick hack - for whatever reason, disease->env will point
378 * back to disease, causing endless loops. Why this happens really needs 413 * back to disease, causing endless loops. Why this happens really needs
379 * to be found, but this should at least prevent the infinite loops. 414 * to be found, but this should at least prevent the infinite loops.
380 */ 415 */
416 //TODO: should no longer be the case, monitor, and remove
417 if (victim == disease)
418 {
419 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
420 return 0;
421 }
381 422
382 if(victim == NULL || victim==disease)
383 return 0;/* no-one to inflict symptoms on */
384
385 symptom = find_symptom(disease); 423 symptom = find_symptom (disease);
386 if(symptom==NULL) { 424 if (!symptom)
425 {
387 /* no symptom? need to generate one! */ 426 /* no symptom? need to generate one! */
388 object *new_symptom; 427 object *new_symptom;
389 428
390 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ 429 /* 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; 430 if (!is_susceptible_to_disease (victim, disease))
431 return 0;
392 432
393 /* check for an actual immunity */ 433 /* check for an actual immunity */
394 /* do an immunity check */ 434 /* do an immunity check */
435 if (victim->head)
395 if(victim->head) tmp = victim->head->inv; 436 tmp = victim->head->inv;
437 else
396 else tmp = victim->inv; 438 tmp = victim->inv;
397 439
398 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { 440 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
399 if(tmp->type == SIGN) /* possibly an immunity, or diseased*/ 441 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
400 if(!strcmp(tmp->name,disease->name) && tmp->level >= disease->level) 442 if (tmp->name == disease->name && tmp->level >= disease->level)
401 return 0; /*Immune! */ 443 return 0; /*Immune! */
444
445 new_symptom = get_archetype ("symptom");
446
447 /* Something special done with dam. We want diseases to be more
448 * random in what they'll kill, so we'll make the damage they
449 * do random, note, this has a weird effect with progressive diseases.
450 */
451 if (disease->stats.dam != 0)
452 {
453 int dam = disease->stats.dam;
454
455 /* reduce the damage, on average, 50%, and making things random. */
456
457 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
458 if (disease->stats.dam < 0)
459 dam = -dam;
460
461 new_symptom->stats.dam = dam;
402 } 462 }
403
404 new_symptom = get_archetype(ARCH_SYMPTOM);
405 463
406 /* Something special done with dam. We want diseases to be more 464 new_symptom->stats.maxsp = disease->stats.maxsp;
407 * random in what they'll kill, so we'll make the damage they 465 new_symptom->stats.food = new_symptom->stats.maxgrace;
408 * do random, note, this has a weird effect with progressive diseases. 466
467 new_symptom->name = new_symptom->name_pl = disease->name;
468
469 new_symptom->level = disease->level;
470 new_symptom->speed = disease->speed;
471 new_symptom->value = 0;
472
473 for (int i = 0; i < NUM_STATS; ++i)
474 new_symptom->stats.stat (i) = disease->stats.stat (i);
475
476 new_symptom->stats.sp = disease->stats.sp;
477 new_symptom->stats.food = disease->last_eat;
478 new_symptom->stats.maxsp = disease->stats.maxsp;
479 new_symptom->last_sp = disease->last_sp;
480 new_symptom->stats.exp = 0;
481 new_symptom->stats.hp = disease->stats.hp;
482 new_symptom->msg = disease->msg;
483 new_symptom->attacktype = disease->attacktype;
484 new_symptom->other_arch = disease->other_arch;
485
486 new_symptom->set_owner (disease->owner);
487
488 if (new_symptom->skill != disease->skill)
489 new_symptom->skill = disease->skill;
490
491 new_symptom->move_block = 0;
492 insert_ob_in_ob (new_symptom, victim);
493 return 1;
494 }
495
496 /* now deal with progressing diseases: we increase the debility
497 * caused by the symptoms.
498 */
499 if (disease->stats.ac)
500 {
501 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
502
503 float scale = 1.f + symptom->value / 100.f;
504
505 /* now rescale all the debilities */
506 for (int i = 0; i < NUM_STATS; ++i)
507 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
508
509 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
510 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
511 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
512 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
513 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
514 symptom->stats.exp = 0;
515 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
516 symptom->msg = disease->msg;
517 symptom->attacktype = disease->attacktype;
518 symptom->other_arch = disease->other_arch;
519 }
520
521 SET_FLAG (symptom, FLAG_APPLIED);
522 victim->update_stats ();
523
524 return 1;
525}
526
527/* grants immunity to plagues we've seen before. */
528int
529grant_immunity (object *disease)
530{
531 object *immunity;
532 object *walk;
533
534 /* Don't give immunity to this disease if last_heal is set. */
535 if (disease->last_heal)
536 return 0;
537 /* first, search for an immunity of the same name */
538 for (walk = disease->env->inv; walk; walk = walk->below)
539 {
540 if (walk->type == 98 && disease->name == walk->name)
409 */ 541 {
410 if(disease->stats.dam != 0) { 542 walk->level = disease->level;
411 int dam = disease->stats.dam; 543 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 } 544 }
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 } 545 }
503 immunity = get_archetype("immunity"); 546 immunity = get_archetype ("immunity");
504 immunity->name = add_string(disease->name); 547 immunity->name = disease->name;
505 immunity->level = disease->level; 548 immunity->level = disease->level;
506 immunity->move_block = 0; 549 immunity->move_block = 0;
507 insert_ob_in_ob(immunity,disease->env); 550 insert_ob_in_ob (immunity, disease->env);
508 return 1; 551 return 1;
509 552
510} 553}
511 554
512 555
513/* make the symptom do the nasty things it does */ 556/* make the symptom do the nasty things it does */
514 557
558int
515int move_symptom(object *symptom) { 559move_symptom (object *symptom)
560{
516 object *victim = symptom->env; 561 object *victim = symptom->env;
517 object *new_ob; 562 object *new_ob;
518 int sp_reduce; 563 int sp_reduce;
519 564
520 if(victim == NULL || victim->map==NULL) { /* outside a monster/player, die immediately */ 565 if (victim == NULL || victim->map == NULL)
521 remove_ob(symptom); 566 { /* outside a monster/player, die immediately */
522 free_object(symptom); 567 symptom->destroy ();
523 return 0; 568 return 0;
524 } 569 }
525 570
571 if (symptom->stats.dam > 0)
526 if(symptom->stats.dam > 0) hit_player(victim,symptom->stats.dam,symptom,symptom->attacktype,1); 572 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
573 else
527 else hit_player(victim,(int) MAX(1,-victim->stats.maxhp * symptom->stats.dam / 100.0),symptom,symptom->attacktype,1); 574 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
528 575
529 if(symptom->stats.maxsp>0) sp_reduce = symptom->stats.maxsp; 576 if (symptom->stats.maxsp > 0)
577 sp_reduce = symptom->stats.maxsp;
578 else
530 else sp_reduce = (int) MAX(1,victim->stats.maxsp * symptom->stats.maxsp/100.0); 579 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
531 victim->stats.sp = MAX(0,victim->stats.sp - sp_reduce); 580 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
532 581
533 /* create the symptom "other arch" object and drop it here 582 /* create the symptom "other arch" object and drop it here
534 * under every part of the monster 583 * under every part of the monster
535 * The victim may well have died. 584 * The victim may well have died.
536 */ 585 */
537 586
538 if(victim->map==NULL) return 0; 587 if (victim->map == NULL)
588 return 0;
539 if(symptom->other_arch) { 589 if (symptom->other_arch)
590 {
540 object *tmp; 591 object *tmp;
592
541 tmp=victim; 593 tmp = victim;
542 if(tmp->head!=NULL) tmp=tmp->head; 594 if (tmp->head != NULL)
595 tmp = tmp->head;
543 for(/*tmp initialized above */;tmp!=NULL;tmp=tmp->more) { 596 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
597 {
544 new_ob = arch_to_object(symptom->other_arch); 598 new_ob = arch_to_object (symptom->other_arch);
545 new_ob->x = tmp->x; 599 new_ob->x = tmp->x;
546 new_ob->y = tmp->y; 600 new_ob->y = tmp->y;
547 new_ob->map = victim->map; 601 new_ob->map = victim->map;
548 insert_ob_in_map(new_ob,victim->map,victim,0); 602 insert_ob_in_map (new_ob, victim->map, victim, 0);
549 } 603 }
550 } 604 }
551 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,symptom->msg); 605 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
552 606
553 return 1; 607 return 1;
554} 608}
555 609
556
557/* possibly infect due to direct physical contact 610/* possibly infect due to direct physical contact
558 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 611 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
559 612int
560int check_physically_infect(object *victim, object *hitter) { 613check_physically_infect (object *victim, object *hitter)
561 object *walk; 614{
562 /* search for diseases, give every disease a chance to infect */ 615 /* search for diseases, give every disease a chance to infect */
563 for(walk=hitter->inv;walk!=NULL;walk=walk->below) 616 for (object *disease = hitter->inv; disease; disease = disease->below)
564 if(walk->type==DISEASE) infect_object(victim,walk,0); 617 if (disease->type == DISEASE)
618 infect_object (victim, disease, 0);
619
565 return 1; 620 return 1;
566} 621}
567 622
568/* find a disease in someone*/ 623// find a disease in someone
624object *
569object *find_disease(object *victim) { 625find_disease (object *victim)
570 object *walk; 626{
571 for(walk=victim->inv;walk;walk=walk->below) 627 for (object *disease = victim->inv; disease; disease = disease->below)
572 if(walk->type==DISEASE) return walk; 628 if (disease->type == DISEASE)
629 return disease;
630
573 return NULL; 631 return 0;
574} 632}
575 633
576/* do the cure disease stuff, from the spell "cure disease" */ 634/* do the cure disease stuff, from the spell "cure disease" */
577 635int
578int cure_disease(object *sufferer,object *caster) { 636cure_disease (object *sufferer, object *caster)
637{
579 object *disease, *next; 638 object *disease, *next;
580 int casting_level; 639 int casting_level;
581 int cure=0; 640 int cure = 0;
582 641
642 if (caster)
583 if(caster) casting_level = caster->level; 643 casting_level = caster->level;
644 else
584 else casting_level = 1000; /* if null caster, CURE all. */ 645 casting_level = 1000; /* if null caster, CURE all. */
585 646
586 for(disease=sufferer->inv;disease;disease=next) { 647 for (disease = sufferer->inv; disease; disease = next)
648 {
587 next=disease->below; 649 next = disease->below;
588 650
589 if(disease->type==DISEASE) { /* attempt to cure this disease */ 651 if (disease->type == DISEASE)
652 { /* attempt to cure this disease */
590 /* If caster lvel is higher than disease level, cure chance 653 /* If caster level is higher than disease level, cure chance
591 * is automatic. If lower, then the chance is basically 654 * is automatic. If lower, then the chance is basically
592 * 1 in level_diff - if there is a 5 level difference, chance 655 * 1 in level_diff - if there is a 5 level difference, chance
593 * is 1 in 5. 656 * is 1 in 5.
594 */ 657 */
595 if ((casting_level >= disease->level) || 658 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), 659 {
597 caster, PREFER_LOW) ))) {
598
599 remove_symptoms(disease); 660 remove_symptoms (disease);
600 remove_ob(disease);
601 cure=1; 661 cure = 1;
602 if(caster) change_exp(caster,disease->stats.exp, 662
603 caster->chosen_skill?caster->chosen_skill->skill:NULL, 0); 663 if (caster)
604 free_object(disease); 664 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0);
665
666 disease->destroy ();
605 } 667 }
606 } 668 }
607 } 669 }
670
608 if (cure) { 671 if (cure)
672 {
609 /* Only draw these messages once */ 673 /* Only draw these messages once */
610 if (caster) 674 if (caster)
611 new_draw_info_format(NDI_UNIQUE,0,caster,"You cure a disease!"); 675 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
676
612 new_draw_info(NDI_UNIQUE,0,sufferer,"You no longer feel diseased."); 677 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
613 } 678 }
679
614 return 1; 680 return 1;
615} 681}
616 682
617/* reduces disease progression: reduce_symptoms 683/* reduces disease progression: reduce_symptoms
618 * return true if we actually reduce a disease. 684 * return true if we actually reduce a disease.
619 */ 685 */
620 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 }
706
636 if (success) 707 if (success)
637 new_draw_info(NDI_UNIQUE,0,sufferer,"Your illness seems less severe."); 708 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
709
638 return success; 710 return success;
639} 711}
640

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