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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 1.38 by root, Fri Aug 24 01:23:29 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
49dam^ Damage How much damage it does (%?). 44dam^ Damage How much damage it does (%?).
50maxgrace+ Duration How long before the disease is naturally cured. 45maxgrace+ Duration How long before the disease is naturally cured.
51food DurCount Counter for Duration 46food DurCount Counter for Duration
52 47
53speed Speed How often the disease moves. 48speed Speed How often the disease moves.
54last_sp^ Lethargy Percentage of max speed--10 = 10% speed. 49last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
55 50
56maxsp^ Mana deplete Saps mana. 51maxsp^ Mana deplete Saps mana.
57ac^ Progressiveness How the diseases increases in severity. 52ac^ Progressiveness How the diseases increases in severity.
58last_eat*^ Deplete food saps food if negative 53last_eat*^ Deplete food saps food if negative
59last_heal GrantImmunity If nonzero, disease does NOT grant immunity 54last_heal GrantImmunity If nonzero, disease does NOT grant immunity
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 213int
210int remove_symptoms(object *disease) { 214remove_symptoms (object *disease)
215{
211 object *symptom, *victim=NULL; 216 object *symptom, *victim = NULL;
212 217
213 while ((symptom = find_symptom(disease)) != NULL) { 218 while ((symptom = find_symptom (disease)) != NULL)
214 if (!victim) victim=symptom->env;
215 remove_ob(symptom);
216 free_object(symptom);
217 } 219 {
218 if(victim) fix_player(victim); 220 if (!victim)
221 victim = symptom->env;
222
223 symptom->destroy ();
224 }
225
226 if (victim)
227 victim->update_stats ();
228
229 return 0;
230}
231
232/* argument is a disease */
233object *
234find_symptom (object *disease)
235{
236 /* check the inventory for symptoms */
237 for (object *walk = disease->env->inv; walk; walk = walk->below)
238 if (walk->name == disease->name && walk->type == SYMPTOM)
239 return walk;
240
241 return NULL;
242}
243
244/* searches around for more victims to infect */
245int
246check_infection (object *disease)
247{
248 int x, y, range, mflags;
249 maptile *map, *map2;
250 object *tmp;
251
252 range = abs (disease->magic);
253
254 if (disease->env)
255 {
256 x = disease->env->x;
257 y = disease->env->y;
258 map = disease->env->map;
259 }
260 else
261 {
262 x = disease->x;
263 y = disease->y;
264 map = disease->map;
265 }
266
267 if (!map)
219 return 0; 268 return 0;
220}
221 269
222/* argument is a disease */ 270 for (int i = x - range; i <= x + range; i++)
223object * find_symptom(object *disease) { 271 for (int j = y - range; j <= y + range; j++)
224 object *walk; 272 {
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; 273 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); 274 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
275
255 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) { 276 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
256 for(tmp=get_map_ob(map2,i2,j2);tmp;tmp=tmp->above) { 277 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above)
257 infect_object(tmp,disease,0); 278 infect_object (tmp, disease, 0);
258 }
259 }
260 } 279 }
261 } 280
262 return 1; 281 return 1;
263} 282}
264
265 283
266/* check to see if an object is infectable: 284/* check to see if an object is infectable:
267 * objects with immunity aren't infectable. 285 * objects with immunity aren't infectable.
268 * objects already infected aren't infectable. 286 * objects already infected aren't infectable.
269 * dead objects aren't infectable. 287 * dead objects aren't infectable.
270 * undead objects are infectible only if specifically named. 288 * undead objects are infectible only if specifically named.
271*/ 289*/
290int
272int infect_object(object *victim, object *disease, int force) { 291infect_object (object *victim, object *disease, int force)
292{
273 object *tmp; 293 object *tmp;
274 object *new_disease; 294 object *new_disease;
275 295
276 /* don't infect inanimate objects */ 296 /* don't infect inanimate objects */
277 if(!QUERY_FLAG(victim,FLAG_MONSTER) && !(victim->type==PLAYER)) return 0; 297 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
298 return 0;
278 299
279 /* check and see if victim can catch disease: diseases 300 /* check and see if victim can catch disease: diseases
280 * are specific 301 * are specific
281 */ 302 */
282 if(!is_susceptible_to_disease(victim, disease)) return 0; 303 if (!is_susceptible_to_disease (victim, disease))
304 return 0;
283 305
284 /* roll the dice on infection before doing the inventory check! */ 306 /* roll the dice on infection before doing the inventory check! */
285 if(!force && (random_roll(0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) 307 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
286 return 0; 308 return 0;
287 309
288 /* do an immunity check */ 310 /* do an immunity check */
289 if(victim->head) tmp = victim->head->inv;
290 else tmp = victim->inv;
291 311
292 /* There used to (IMO) be a flaw in the below - it used to be the case 312 /* 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 313 * 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 314 * 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 315 * (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 316 * they were cast in that same order. Instead, change it so that
297 * if you diseased, you can't get diseased more. 317 * if you diseased, you can't get diseased more.
298 */ 318 */
299 319
300 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { 320 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
301 if(tmp->type == SIGN && !strcmp(tmp->name,disease->name) && tmp->level >= disease->level) 321 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
302 return 0; /*Immune! */ 322 return 0; /* Immune! */
303 else if (tmp->type==DISEASE && !strcmp(tmp->name,disease->name)) 323 else if (tmp->type == DISEASE && tmp->name == disease->name)
304 return 0; /* already diseased */ 324 return 0; /* already diseased */
305 }
306 325
307 /* If we've gotten this far, go ahead and infect the victim. */ 326 /* If we've gotten this far, go ahead and infect the victim. */
308 new_disease = get_object(); 327
309 copy_object(disease,new_disease); 328 new_disease = disease->clone ();
329
310 new_disease->stats.food=disease->stats.maxgrace; 330 new_disease->stats.food = disease->stats.maxgrace;
311 new_disease->value=disease->stats.maxhp; 331 new_disease->value = disease->stats.maxhp;
312 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 332 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
313 333
314 /* Unfortunately, set_owner does the wrong thing to the skills pointers
315 * resulting in exp going into the owners *current* chosen skill.
316 */
317
318 if(get_owner(disease)) {
319 set_owner(new_disease,disease->owner);
320
321 /* Only need to update skill if different */
322 if (new_disease->skill != disease->skill) {
323 if (new_disease->skill) free_string(new_disease->skill);
324 if (disease->skill) new_disease->skill = add_refcount(disease->skill);
325 }
326 }
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
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);
339 /* This appears to be a horrible case of overloading 'NO_PASS' 334 /* This appears to be a horrible case of overloading 'NO_PASS'
340 * for meaning in the diseases. 335 * for meaning in the diseases.
341 */ 336 */
342 new_disease->move_block = 0; 337 new_disease->move_block = 0;
338
339 // insert before setting the owner
340 victim->head_ ()->insert (new_disease);
341
342 if (disease->owner)
343 new_disease->set_owner (disease->owner);
344 else if (object *pl = disease->in_player ())
345 /* for diseases which are passed by hitting, set owner and skill */
346 new_disease->set_owner (pl);
347
343 if(new_disease->owner && new_disease->owner->type==PLAYER) { 348 if (new_disease->owner && new_disease->owner->type == PLAYER)
344 char buf[128]; 349 {
350 const char *buf;
351
345 /* if the disease has a title, it has a special infection message 352 /* if the disease has a title, it has a special infection message
346 * This messages is printed in the form MESSAGE victim 353 * This messages is printed in the form MESSAGE victim
347 */ 354 */
348 if(new_disease->title) 355 if (new_disease->title)
349 sprintf(buf,"%s %s!!",disease->title,victim->name); 356 buf = format ("%s %s!!", &disease->title, &victim->name);
350 else 357 else
351 sprintf(buf,"You infect %s with your disease, %s!",victim->name,new_disease->name); 358 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
352 359
353 if(victim->type == PLAYER) 360 if (victim->type == PLAYER)
354 new_draw_info(NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 361 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
355 else 362 else
356 new_draw_info(0, 4, new_disease->owner, buf); 363 new_draw_info (0, 4, new_disease->owner, buf);
357 } 364 }
365
358 if(victim->type==PLAYER) 366 if (victim->type == PLAYER)
359 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,"You suddenly feel ill."); 367 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
360 368
361 return 1; 369 return 1;
362
363} 370}
364
365
366 371
367/* this function monitors the symptoms caused by the disease (if any), 372/* this function monitors the symptoms caused by the disease (if any),
368causes symptoms, and modifies existing symptoms in the case of 373causes symptoms, and modifies existing symptoms in the case of
369existing diseases. */ 374existing diseases. */
370 375int
371int do_symptoms(object *disease) { 376do_symptoms (object *disease)
377{
372 object *symptom; 378 object *symptom;
373 object *victim; 379 object *victim;
374 object *tmp; 380 object *tmp;
381
375 victim = disease->env; 382 victim = disease->env;
376 383
384 if (!victim)
385 return 0; /* no-one to inflict symptoms on */
386
377 /* This is a quick hack - for whatever reason, disease->env will point 387 /* This is a quick hack - for whatever reason, disease->env will point
378 * back to disease, causing endless loops. Why this happens really needs 388 * back to disease, causing endless loops. Why this happens really needs
379 * to be found, but this should at least prevent the infinite loops. 389 * to be found, but this should at least prevent the infinite loops.
380 */ 390 */
391 //TODO: should no longer be the case, monitor, and remove
392 if (victim == disease)
393 {
394 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
395 return 0;
396 }
381 397
382 if(victim == NULL || victim==disease)
383 return 0;/* no-one to inflict symptoms on */
384
385 symptom = find_symptom(disease); 398 symptom = find_symptom (disease);
386 if(symptom==NULL) { 399 if (!symptom)
400 {
387 /* no symptom? need to generate one! */ 401 /* no symptom? need to generate one! */
388 object *new_symptom;
389 402
390 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ 403 /* 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; 404 if (!is_susceptible_to_disease (victim, disease))
405 return 0;
392 406
393 /* check for an actual immunity */ 407 /* check for an actual immunity */
394 /* do an immunity check */ 408 /* do an immunity check */
395 if(victim->head) tmp = victim->head->inv; 409 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
396 else tmp = victim->inv;
397
398 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) {
399 if(tmp->type == SIGN) /* possibly an immunity, or diseased*/ 410 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
400 if(!strcmp(tmp->name,disease->name) && tmp->level >= disease->level) 411 if (tmp->name == disease->name && tmp->level >= disease->level)
401 return 0; /*Immune! */ 412 return 0; /* Immune! */
413
414 object *new_symptom = get_archetype ("symptom");
415
416 /* Something special done with dam. We want diseases to be more
417 * random in what they'll kill, so we'll make the damage they
418 * do random, note, this has a weird effect with progressive diseases.
419 */
420 if (disease->stats.dam)
421 {
422 int dam = disease->stats.dam;
423
424 /* reduce the damage, on average, 50%, and making things random. */
425
426 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
427 if (disease->stats.dam < 0)
428 dam = -dam;
429
430 new_symptom->stats.dam = dam;
402 } 431 }
403
404 new_symptom = get_archetype(ARCH_SYMPTOM);
405 432
406 /* 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
408 * do random, note, this has a weird effect with progressive diseases.
409 */
410 if(disease->stats.dam != 0) {
411 int dam = disease->stats.dam;
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 }
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; 433 new_symptom->stats.maxsp = disease->stats.maxsp;
434 new_symptom->stats.food = new_symptom->stats.maxgrace;
435
436 new_symptom->name = new_symptom->name_pl = disease->name;
437
438 new_symptom->level = disease->level;
439 new_symptom->speed = disease->speed;
440 new_symptom->value = 0;
441
442 for (int i = 0; i < NUM_STATS; ++i)
443 new_symptom->stats.stat (i) = disease->stats.stat (i);
444
445 new_symptom->stats.sp = disease->stats.sp;
446 new_symptom->stats.food = disease->last_eat;
447 new_symptom->stats.maxsp = disease->stats.maxsp;
439 new_symptom->last_sp = disease->last_sp; 448 new_symptom->last_sp = disease->last_sp;
440 new_symptom->stats.exp = 0; 449 new_symptom->stats.exp = 0;
441 new_symptom->stats.hp = disease->stats.hp; 450 new_symptom->stats.hp = disease->stats.hp;
442 new_symptom->msg = add_string(disease->msg); 451 new_symptom->msg = disease->msg;
443 new_symptom->attacktype = disease->attacktype; 452 new_symptom->attacktype = disease->attacktype;
444 new_symptom->other_arch = disease->other_arch; 453 new_symptom->other_arch = disease->other_arch;
445
446 set_owner(new_symptom,disease->owner);
447 if (new_symptom->skill != disease->skill) { 454 new_symptom->skill = disease->skill;
448 if (new_symptom->skill) free_string(new_symptom->skill); 455
449 if (disease->skill) new_symptom->skill = add_refcount(disease->skill);
450 }
451 new_symptom->move_block=0; 456 new_symptom->move_block = 0;
452 insert_ob_in_ob(new_symptom,victim); 457
458 victim->head_ ()->insert (new_symptom);
459
460 // set owner last, as insert clears owner
461 new_symptom->set_owner (disease->owner);
462
453 return 1; 463 return 1;
454 } 464 }
455 465
456 /* now deal with progressing diseases: we increase the debility 466 /* now deal with progressing diseases: we increase the debility
457 * caused by the symptoms. 467 * caused by the symptoms.
458 */ 468 */
459
460 if(disease->stats.ac!=0) { 469 if (disease->stats.ac)
461 float scale; 470 {
471 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
462 472
463 symptom->value += disease->stats.ac;
464 scale = 1.0 + symptom->value/100.0; 473 float scale = 1.f + symptom->value / 100.f;
474
465 /* now rescale all the debilities */ 475 /* now rescale all the debilities */
466 symptom->stats.Str = (int) (scale*disease->stats.Str); 476 for (int i = 0; i < NUM_STATS; ++i)
467 symptom->stats.Dex = (int) (scale*disease->stats.Dex); 477 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
468 symptom->stats.Con = (int) (scale*disease->stats.Con); 478
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); 479 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); 480 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
476 symptom->stats.maxsp = (int) (scale*disease->stats.maxsp); 481 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
477 symptom->last_sp = (int) (scale*disease->last_sp); 482 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
483 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
478 symptom->stats.exp = 0; 484 symptom->stats.exp = 0;
479 symptom->stats.hp = (int) (scale*disease->stats.hp); 485 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
480 symptom->msg = add_string(disease->msg); 486 symptom->msg = disease->msg;
481 symptom->attacktype = disease->attacktype; 487 symptom->attacktype = disease->attacktype;
482 symptom->other_arch = disease->other_arch; 488 symptom->other_arch = disease->other_arch;
483 } 489 }
490
484 SET_FLAG(symptom,FLAG_APPLIED); 491 SET_FLAG (symptom, FLAG_APPLIED);
485 fix_player(victim); 492 victim->update_stats ();
493
486 return 1; 494 return 1;
487} 495}
488
489 496
490/* grants immunity to plagues we've seen before. */ 497/* grants immunity to plagues we've seen before. */
498int
491int grant_immunity(object *disease) { 499grant_immunity (object *disease)
500{
492 object * immunity; 501 object *immunity;
493 object *walk; 502 object *walk;
503
494 /* Don't give immunity to this disease if last_heal is set. */ 504 /* Don't give immunity to this disease if last_heal is set. */
495 if(disease->last_heal) return 0; 505 if (disease->last_heal)
506 return 0;
507
496 /* first, search for an immunity of the same name */ 508 /* first, search for an immunity of the same name */
497 for(walk=disease->env->inv;walk;walk=walk->below) { 509 for (walk = disease->env->inv; walk; walk = walk->below)
498 if(walk->type==98 && !strcmp(disease->name,walk->name)) { 510 if (walk->type == 98 && disease->name == walk->name)
511 {
499 walk->level = disease->level; 512 walk->level = disease->level;
500 return 1; /* just update the existing immunity. */ 513 return 1; /* just update the existing immunity. */
501 } 514 }
502 } 515
503 immunity = get_archetype("immunity"); 516 immunity = get_archetype ("immunity");
517
504 immunity->name = add_string(disease->name); 518 immunity->name = disease->name;
505 immunity->level = disease->level; 519 immunity->level = disease->level;
506 immunity->move_block = 0; 520 immunity->move_block = 0;
521
507 insert_ob_in_ob(immunity,disease->env); 522 insert_ob_in_ob (immunity, disease->env);
523
508 return 1; 524 return 1;
509
510} 525}
511
512 526
513/* make the symptom do the nasty things it does */ 527/* make the symptom do the nasty things it does */
514 528int
515int move_symptom(object *symptom) { 529move_symptom (object *symptom)
530{
516 object *victim = symptom->env; 531 object *victim = symptom->env;
517 object *new_ob; 532 object *new_ob;
518 int sp_reduce; 533 int sp_reduce;
519 534
520 if(victim == NULL || victim->map==NULL) { /* outside a monster/player, die immediately */ 535 if (!victim || !victim->map)
521 remove_ob(symptom); 536 { /* outside a monster/player, die immediately */
522 free_object(symptom); 537 symptom->destroy ();
523 return 0; 538 return 0;
524 } 539 }
525 540
541 if (symptom->stats.dam > 0)
526 if(symptom->stats.dam > 0) hit_player(victim,symptom->stats.dam,symptom,symptom->attacktype,1); 542 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
543 else
527 else hit_player(victim,(int) MAX(1,-victim->stats.maxhp * symptom->stats.dam / 100.0),symptom,symptom->attacktype,1); 544 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
528 545
529 if(symptom->stats.maxsp>0) sp_reduce = symptom->stats.maxsp; 546 if (symptom->stats.maxsp > 0)
547 sp_reduce = symptom->stats.maxsp;
548 else
530 else sp_reduce = (int) MAX(1,victim->stats.maxsp * symptom->stats.maxsp/100.0); 549 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
550
531 victim->stats.sp = MAX(0,victim->stats.sp - sp_reduce); 551 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
532 552
533 /* create the symptom "other arch" object and drop it here 553 /* create the symptom "other arch" object and drop it here
534 * under every part of the monster 554 * under every part of the monster
535 * The victim may well have died. 555 * The victim may well have died.
536 */ 556 */
537 557 if (symptom->other_arch && victim->map)
538 if(victim->map==NULL) return 0; 558 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
539 if(symptom->other_arch) { 559 {
540 object *tmp;
541 tmp=victim;
542 if(tmp->head!=NULL) tmp=tmp->head;
543 for(/*tmp initialized above */;tmp!=NULL;tmp=tmp->more) {
544 new_ob = arch_to_object(symptom->other_arch); 560 new_ob = arch_to_object (symptom->other_arch);
545 new_ob->x = tmp->x; 561 new_ob->x = tmp->x;
546 new_ob->y = tmp->y; 562 new_ob->y = tmp->y;
547 new_ob->map = victim->map; 563 new_ob->map = victim->map;
548 insert_ob_in_map(new_ob,victim->map,victim,0); 564 insert_ob_in_map (new_ob, victim->map, victim, 0);
549 } 565 }
550 } 566
551 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,symptom->msg); 567 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
552 568
553 return 1; 569 return 1;
554} 570}
555 571
556
557/* possibly infect due to direct physical contact 572/* possibly infect due to direct physical contact
558 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 573 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
559 574int
560int check_physically_infect(object *victim, object *hitter) { 575check_physically_infect (object *victim, object *hitter)
561 object *walk; 576{
562 /* search for diseases, give every disease a chance to infect */ 577 /* search for diseases, give every disease a chance to infect */
563 for(walk=hitter->inv;walk!=NULL;walk=walk->below) 578 for (object *disease = hitter->inv; disease; disease = disease->below)
564 if(walk->type==DISEASE) infect_object(victim,walk,0); 579 if (disease->type == DISEASE)
580 infect_object (victim, disease, 0);
581
565 return 1; 582 return 1;
566} 583}
567 584
568/* find a disease in someone*/ 585// find a disease in someone
586object *
569object *find_disease(object *victim) { 587find_disease (object *victim)
570 object *walk; 588{
571 for(walk=victim->inv;walk;walk=walk->below) 589 for (object *disease = victim->inv; disease; disease = disease->below)
572 if(walk->type==DISEASE) return walk; 590 if (disease->type == DISEASE)
591 return disease;
592
573 return NULL; 593 return 0;
574} 594}
575 595
576/* do the cure disease stuff, from the spell "cure disease" */ 596/* do the cure disease stuff, from the spell "cure disease" */
577 597int
578int cure_disease(object *sufferer,object *caster) { 598cure_disease (object *sufferer, object *caster)
599{
579 object *disease, *next; 600 object *disease, *next;
580 int casting_level; 601 int casting_level;
581 int cure=0; 602 int cure = 0;
582 603
604 if (caster)
583 if(caster) casting_level = caster->level; 605 casting_level = caster->level;
606 else
584 else casting_level = 1000; /* if null caster, CURE all. */ 607 casting_level = 1000; /* if null caster, CURE all. */
585 608
586 for(disease=sufferer->inv;disease;disease=next) { 609 for (disease = sufferer->inv; disease; disease = next)
610 {
587 next=disease->below; 611 next = disease->below;
588 612
589 if(disease->type==DISEASE) { /* attempt to cure this disease */ 613 if (disease->type == DISEASE)
614 { /* attempt to cure this disease */
590 /* If caster lvel is higher than disease level, cure chance 615 /* If caster level is higher than disease level, cure chance
591 * is automatic. If lower, then the chance is basically 616 * is automatic. If lower, then the chance is basically
592 * 1 in level_diff - if there is a 5 level difference, chance 617 * 1 in level_diff - if there is a 5 level difference, chance
593 * is 1 in 5. 618 * is 1 in 5.
594 */ 619 */
595 if ((casting_level >= disease->level) || 620 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), 621 {
597 caster, PREFER_LOW) ))) {
598
599 remove_symptoms(disease); 622 remove_symptoms (disease);
600 remove_ob(disease);
601 cure=1; 623 cure = 1;
602 if(caster) change_exp(caster,disease->stats.exp, 624
603 caster->chosen_skill?caster->chosen_skill->skill:NULL, 0); 625 if (caster)
604 free_object(disease); 626 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0);
627
628 disease->destroy ();
605 } 629 }
606 } 630 }
607 } 631 }
632
608 if (cure) { 633 if (cure)
634 {
609 /* Only draw these messages once */ 635 /* Only draw these messages once */
610 if (caster) 636 if (caster)
611 new_draw_info_format(NDI_UNIQUE,0,caster,"You cure a disease!"); 637 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
638
612 new_draw_info(NDI_UNIQUE,0,sufferer,"You no longer feel diseased."); 639 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
613 } 640 }
641
614 return 1; 642 return 1;
615} 643}
616 644
617/* reduces disease progression: reduce_symptoms 645/* reduces disease progression: reduce_symptoms
618 * return true if we actually reduce a disease. 646 * return true if we actually reduce a disease.
619 */ 647 */
620 648int
621int reduce_symptoms(object *sufferer, int reduction) { 649reduce_symptoms (object *sufferer, int reduction)
650{
622 object *walk; 651 object *walk;
623 int success=0; 652 int success = 0;
624 653
625 for(walk=sufferer->inv;walk;walk=walk->below) { 654 for (walk = sufferer->inv; walk; walk = walk->below)
655 {
626 if(walk->type==SYMPTOM) { 656 if (walk->type == SYMPTOM)
657 {
627 if(walk->value > 0) { 658 if (walk->value > 0)
659 {
628 success=1; 660 success = 1;
629 walk->value = MAX(0,walk->value - 2*reduction); 661 walk->value = max (0, walk->value - 2 * reduction);
630 /* give the disease time to modify this symptom, 662 /* give the disease time to modify this symptom,
631 * and reduce its severity. */ 663 * and reduce its severity. */
632 walk->speed_left = 0; 664 walk->speed_left = 0;
633 } 665 }
634 } 666 }
635 } 667 }
668
636 if (success) 669 if (success)
637 new_draw_info(NDI_UNIQUE,0,sufferer,"Your illness seems less severe."); 670 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
671
638 return success; 672 return success;
639} 673}
640

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