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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 1.43 by root, Thu Nov 8 19:43:27 2007 UTC

1/* 1/*
2 * static char *rcsid_disease_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
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 Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 <support@deliantra.net>
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 (victim->flag [FLAG_WIZ])
150 return 0;
151
152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
153 return 1;
154
155 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
156 return 1;
157
158 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
159 return 1;
160
161 return 0;
162}
163
164int
167int move_disease(object *disease) { 165move_disease (object *disease)
166{
168 /* first task is to determine if the disease is inside or outside of someone. 167 /* first task is to determine if the disease is inside or outside of someone.
169 * If outside, we decrement 'value' until we're gone. 168 * If outside, we decrement 'value' until we're gone.
170 */ 169 */
171 170
172 if(disease->env==NULL) { /* we're outside of someone */ 171 if (!disease->env)
172 { /* we're outside of someone */
173 if ( disease->stats.maxhp > 0 ) disease->value--; 173 if (disease->stats.maxhp > 0)
174 disease->value--;
175
174 if(disease->value==0) { 176 if (!disease->value)
175 remove_ob(disease); 177 {
176 free_object(disease); 178 disease->destroy ();
177 return 1; 179 return 1;
178 } 180 }
179 } else { 181 }
182 else
183 {
180 /* if we're inside a person, have the disease run its course */ 184 /* if we're inside a person, have the disease run its course */
181 /* negative foods denote "perpetual" diseases. */ 185 /* negative/zero food denotes "perpetual" diseases. */
182 if(disease->stats.food>0) { 186 if (disease->stats.food > 0)
187 {
183 disease->stats.food--; 188 disease->stats.food--;
189
184 if (disease->stats.food==0) { 190 if (!disease->stats.food)
191 {
185 remove_symptoms(disease); /* remove the symptoms of this disease */ 192 remove_symptoms (disease); /* remove the symptoms of this disease */
186 grant_immunity(disease); 193 grant_immunity (disease);
187 remove_ob(disease); 194 disease->destroy ();
188 free_object(disease);
189 return 1; 195 return 1;
190 } 196 }
191 } 197 }
192 } 198 }
199
193 /* check to see if we infect others */ 200 /* check to see if we infect others */
194 check_infection(disease); 201 check_infection (disease);
195 202
196 /* impose or modify the symptoms of the disease */ 203 /* impose or modify the symptoms of the disease */
197 if(disease->env && is_susceptible_to_disease(disease->env, disease)) 204 if (disease->env && is_susceptible_to_disease (disease->env, disease))
198 do_symptoms(disease); 205 do_symptoms (disease);
199 206
200 return 0; 207 return 0;
201} 208}
202 209
203/* remove any symptoms of disease 210/* remove any symptoms of disease
204 * Modified by MSW 2003-03-28 do try to find all the symptom the 211 * 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 212 * player may have - I think through some odd interactoins with
206 * disease level and player level and whatnot, a player could get 213 * disease level and player level and whatnot, a player could get
207 * more than one symtpom to a disease. 214 * more than one symtpom to a disease.
208 */ 215 */
209 216int
210int remove_symptoms(object *disease) { 217remove_symptoms (object *disease)
218{
211 object *symptom, *victim=NULL; 219 object *symptom, *victim = NULL;
212 220
213 while ((symptom = find_symptom(disease)) != NULL) { 221 while ((symptom = find_symptom (disease)) != NULL)
214 if (!victim) victim=symptom->env;
215 remove_ob(symptom);
216 free_object(symptom);
217 } 222 {
218 if(victim) fix_player(victim); 223 if (!victim)
224 victim = symptom->env;
225
226 symptom->destroy ();
227 }
228
229 if (victim)
230 victim->update_stats ();
231
232 return 0;
233}
234
235/* argument is a disease */
236object *
237find_symptom (object *disease)
238{
239 /* check the inventory for symptoms */
240 for (object *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;
252 maptile *map, *map2;
253 object *tmp;
254
255 int 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 int 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 */
289 if(victim->head) tmp = victim->head->inv;
290 else tmp = victim->inv;
291 314
292 /* There used to (IMO) be a flaw in the below - it used to be the case 315 /* 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 316 * 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 317 * 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 318 * (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 319 * they were cast in that same order. Instead, change it so that
297 * if you diseased, you can't get diseased more. 320 * if you diseased, you can't get diseased more.
298 */ 321 */
299 322
300 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { 323 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
301 if(tmp->type == SIGN && !strcmp(tmp->name,disease->name) && tmp->level >= disease->level) 324 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
302 return 0; /*Immune! */ 325 return 0; /* Immune! */
303 else if (tmp->type==DISEASE && !strcmp(tmp->name,disease->name)) 326 else if (tmp->type == DISEASE && tmp->name == disease->name)
304 return 0; /* already diseased */ 327 return 0; /* already diseased */
305 }
306 328
307 /* If we've gotten this far, go ahead and infect the victim. */ 329 /* If we've gotten this far, go ahead and infect the victim. */
308 new_disease = get_object(); 330
309 copy_object(disease,new_disease); 331 new_disease = disease->clone ();
332
310 new_disease->stats.food=disease->stats.maxgrace; 333 new_disease->stats.food = disease->stats.maxgrace;
311 new_disease->value=disease->stats.maxhp; 334 new_disease->value = disease->stats.maxhp;
312 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 335 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
313 336
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' 337 /* This appears to be a horrible case of overloading 'NO_PASS'
340 * for meaning in the diseases. 338 * for meaning in the diseases.
341 */ 339 */
342 new_disease->move_block = 0; 340 new_disease->move_block = 0;
341
342 // insert before setting the owner
343 victim->head_ ()->insert (new_disease);
344
345 if (disease->owner)
346 new_disease->set_owner (disease->owner);
347 else if (object *pl = disease->in_player ())
348 /* for diseases which are passed by hitting, set owner and skill */
349 new_disease->set_owner (pl);
350
343 if(new_disease->owner && new_disease->owner->type==PLAYER) { 351 if (new_disease->owner && new_disease->owner->type == PLAYER)
344 char buf[128]; 352 {
353 const char *buf;
354
345 /* if the disease has a title, it has a special infection message 355 /* if the disease has a title, it has a special infection message
346 * This messages is printed in the form MESSAGE victim 356 * This messages is printed in the form MESSAGE victim
347 */ 357 */
348 if(new_disease->title) 358 if (new_disease->title)
349 sprintf(buf,"%s %s!!",disease->title,victim->name); 359 buf = format ("%s %s!!", &disease->title, &victim->name);
350 else 360 else
351 sprintf(buf,"You infect %s with your disease, %s!",victim->name,new_disease->name); 361 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
352 362
353 if(victim->type == PLAYER) 363 if (victim->type == PLAYER)
354 new_draw_info(NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 364 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
355 else 365 else
356 new_draw_info(0, 4, new_disease->owner, buf); 366 new_draw_info (0, 4, new_disease->owner, buf);
357 } 367 }
368
358 if(victim->type==PLAYER) 369 if (victim->type == PLAYER)
359 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,"You suddenly feel ill."); 370 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
360 371
361 return 1; 372 return 1;
362
363} 373}
364
365
366 374
367/* this function monitors the symptoms caused by the disease (if any), 375/* this function monitors the symptoms caused by the disease (if any),
368causes symptoms, and modifies existing symptoms in the case of 376causes symptoms, and modifies existing symptoms in the case of
369existing diseases. */ 377existing diseases. */
370 378int
371int do_symptoms(object *disease) { 379do_symptoms (object *disease)
380{
372 object *symptom; 381 object *symptom;
373 object *victim; 382 object *victim;
374 object *tmp; 383 object *tmp;
384
375 victim = disease->env; 385 victim = disease->env;
376 386
387 if (!victim)
388 return 0; /* no-one to inflict symptoms on */
389
377 /* This is a quick hack - for whatever reason, disease->env will point 390 /* This is a quick hack - for whatever reason, disease->env will point
378 * back to disease, causing endless loops. Why this happens really needs 391 * back to disease, causing endless loops. Why this happens really needs
379 * to be found, but this should at least prevent the infinite loops. 392 * to be found, but this should at least prevent the infinite loops.
380 */ 393 */
394 //TODO: should no longer be the case, monitor, and remove
395 if (victim == disease)
396 {
397 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
398 return 0;
399 }
381 400
382 if(victim == NULL || victim==disease)
383 return 0;/* no-one to inflict symptoms on */
384
385 symptom = find_symptom(disease); 401 symptom = find_symptom (disease);
386 if(symptom==NULL) { 402 if (!symptom)
403 {
387 /* no symptom? need to generate one! */ 404 /* no symptom? need to generate one! */
388 object *new_symptom;
389 405
390 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ 406 /* 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; 407 if (!is_susceptible_to_disease (victim, disease))
408 return 0;
392 409
393 /* check for an actual immunity */ 410 /* check for an actual immunity */
394 /* do an immunity check */ 411 /* do an immunity check */
395 if(victim->head) tmp = victim->head->inv; 412 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*/ 413 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
400 if(!strcmp(tmp->name,disease->name) && tmp->level >= disease->level) 414 if (tmp->name == disease->name && tmp->level >= disease->level)
401 return 0; /*Immune! */ 415 return 0; /* Immune! */
416
417 object *new_symptom = get_archetype ("symptom");
418
419 /* Something special done with dam. We want diseases to be more
420 * random in what they'll kill, so we'll make the damage they
421 * do random, note, this has a weird effect with progressive diseases.
422 */
423 if (disease->stats.dam)
424 {
425 int dam = disease->stats.dam;
426
427 /* reduce the damage, on average, 50%, and making things random. */
428
429 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
430 if (disease->stats.dam < 0)
431 dam = -dam;
432
433 new_symptom->stats.dam = dam;
402 } 434 }
403
404 new_symptom = get_archetype(ARCH_SYMPTOM);
405 435
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; 436 new_symptom->stats.maxsp = disease->stats.maxsp;
437 new_symptom->stats.food = new_symptom->stats.maxgrace;
438
439 new_symptom->name = new_symptom->name_pl = disease->name;
440
441 new_symptom->level = disease->level;
442 new_symptom->speed = disease->speed;
443 new_symptom->value = 0;
444
445 for (int i = 0; i < NUM_STATS; ++i)
446 new_symptom->stats.stat (i) = disease->stats.stat (i);
447
448 new_symptom->stats.sp = disease->stats.sp;
449 new_symptom->stats.food = disease->last_eat;
450 new_symptom->stats.maxsp = disease->stats.maxsp;
439 new_symptom->last_sp = disease->last_sp; 451 new_symptom->last_sp = disease->last_sp;
440 new_symptom->stats.exp = 0; 452 new_symptom->stats.exp = 0;
441 new_symptom->stats.hp = disease->stats.hp; 453 new_symptom->stats.hp = disease->stats.hp;
442 new_symptom->msg = add_string(disease->msg); 454 new_symptom->msg = disease->msg;
443 new_symptom->attacktype = disease->attacktype; 455 new_symptom->attacktype = disease->attacktype;
444 new_symptom->other_arch = disease->other_arch; 456 new_symptom->other_arch = disease->other_arch;
445
446 set_owner(new_symptom,disease->owner);
447 if (new_symptom->skill != disease->skill) { 457 new_symptom->skill = disease->skill;
448 if (new_symptom->skill) free_string(new_symptom->skill); 458
449 if (disease->skill) new_symptom->skill = add_refcount(disease->skill);
450 }
451 new_symptom->move_block=0; 459 new_symptom->move_block = 0;
452 insert_ob_in_ob(new_symptom,victim); 460
461 victim->head_ ()->insert (new_symptom);
462
463 // set owner last, as insert clears owner
464 new_symptom->set_owner (disease->owner);
465
453 return 1; 466 return 1;
454 } 467 }
455 468
456 /* now deal with progressing diseases: we increase the debility 469 /* now deal with progressing diseases: we increase the debility
457 * caused by the symptoms. 470 * caused by the symptoms.
458 */ 471 */
459
460 if(disease->stats.ac!=0) { 472 if (disease->stats.ac)
461 float scale; 473 {
474 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
462 475
463 symptom->value += disease->stats.ac;
464 scale = 1.0 + symptom->value/100.0; 476 float scale = 1.f + symptom->value / 100.f;
477
465 /* now rescale all the debilities */ 478 /* now rescale all the debilities */
466 symptom->stats.Str = (int) (scale*disease->stats.Str); 479 for (int i = 0; i < NUM_STATS; ++i)
467 symptom->stats.Dex = (int) (scale*disease->stats.Dex); 480 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
468 symptom->stats.Con = (int) (scale*disease->stats.Con); 481
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); 482 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); 483 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
476 symptom->stats.maxsp = (int) (scale*disease->stats.maxsp); 484 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
477 symptom->last_sp = (int) (scale*disease->last_sp); 485 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
486 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
478 symptom->stats.exp = 0; 487 symptom->stats.exp = 0;
479 symptom->stats.hp = (int) (scale*disease->stats.hp); 488 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
480 symptom->msg = add_string(disease->msg); 489 symptom->msg = disease->msg;
481 symptom->attacktype = disease->attacktype; 490 symptom->attacktype = disease->attacktype;
482 symptom->other_arch = disease->other_arch; 491 symptom->other_arch = disease->other_arch;
483 } 492 }
493
484 SET_FLAG(symptom,FLAG_APPLIED); 494 SET_FLAG (symptom, FLAG_APPLIED);
485 fix_player(victim); 495 victim->update_stats ();
496
486 return 1; 497 return 1;
487} 498}
488
489 499
490/* grants immunity to plagues we've seen before. */ 500/* grants immunity to plagues we've seen before. */
501int
491int grant_immunity(object *disease) { 502grant_immunity (object *disease)
503{
492 object * immunity; 504 object *immunity;
493 object *walk; 505 object *walk;
506
494 /* Don't give immunity to this disease if last_heal is set. */ 507 /* Don't give immunity to this disease if last_heal is set. */
495 if(disease->last_heal) return 0; 508 if (disease->last_heal)
509 return 0;
510
496 /* first, search for an immunity of the same name */ 511 /* first, search for an immunity of the same name */
497 for(walk=disease->env->inv;walk;walk=walk->below) { 512 for (walk = disease->env->inv; walk; walk = walk->below)
498 if(walk->type==98 && !strcmp(disease->name,walk->name)) { 513 if (walk->type == 98 && disease->name == walk->name)
514 {
499 walk->level = disease->level; 515 walk->level = disease->level;
500 return 1; /* just update the existing immunity. */ 516 return 1; /* just update the existing immunity. */
501 } 517 }
502 } 518
503 immunity = get_archetype("immunity"); 519 immunity = get_archetype ("immunity");
520
504 immunity->name = add_string(disease->name); 521 immunity->name = disease->name;
505 immunity->level = disease->level; 522 immunity->level = disease->level;
506 immunity->move_block = 0; 523 immunity->move_block = 0;
524
507 insert_ob_in_ob(immunity,disease->env); 525 insert_ob_in_ob (immunity, disease->env);
526
508 return 1; 527 return 1;
509
510} 528}
511
512 529
513/* make the symptom do the nasty things it does */ 530/* make the symptom do the nasty things it does */
514 531int
515int move_symptom(object *symptom) { 532move_symptom (object *symptom)
533{
516 object *victim = symptom->env; 534 object *victim = symptom->env;
517 object *new_ob; 535 object *new_ob;
518 int sp_reduce; 536 int sp_reduce;
519 537
520 if(victim == NULL || victim->map==NULL) { /* outside a monster/player, die immediately */ 538 if (!victim || !victim->map)
521 remove_ob(symptom); 539 { /* outside a monster/player, die immediately */
522 free_object(symptom); 540 symptom->destroy ();
523 return 0; 541 return 0;
524 } 542 }
525 543
544 if (symptom->stats.dam > 0)
526 if(symptom->stats.dam > 0) hit_player(victim,symptom->stats.dam,symptom,symptom->attacktype,1); 545 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
546 else
527 else hit_player(victim,(int) MAX(1,-victim->stats.maxhp * symptom->stats.dam / 100.0),symptom,symptom->attacktype,1); 547 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
528 548
529 if(symptom->stats.maxsp>0) sp_reduce = symptom->stats.maxsp; 549 if (symptom->stats.maxsp > 0)
550 sp_reduce = symptom->stats.maxsp;
551 else
530 else sp_reduce = (int) MAX(1,victim->stats.maxsp * symptom->stats.maxsp/100.0); 552 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
553
531 victim->stats.sp = MAX(0,victim->stats.sp - sp_reduce); 554 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
532 555
533 /* create the symptom "other arch" object and drop it here 556 /* create the symptom "other arch" object and drop it here
534 * under every part of the monster 557 * under every part of the monster
535 * The victim may well have died. 558 * The victim may well have died.
536 */ 559 */
560 if (victim->map)
561 {
562 victim->play_sound (symptom->sound);
537 563
538 if(victim->map==NULL) return 0;
539 if(symptom->other_arch) { 564 if (symptom->other_arch)
540 object *tmp; 565 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
541 tmp=victim; 566 {
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); 567 new_ob = arch_to_object (symptom->other_arch);
545 new_ob->x = tmp->x; 568 new_ob->x = tmp->x;
546 new_ob->y = tmp->y; 569 new_ob->y = tmp->y;
547 new_ob->map = victim->map; 570 new_ob->map = victim->map;
548 insert_ob_in_map(new_ob,victim->map,victim,0); 571 insert_ob_in_map (new_ob, victim->map, victim, 0);
549 } 572 }
550 } 573 }
574
551 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,symptom->msg); 575 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
552 576
553 return 1; 577 return 1;
554} 578}
555 579
556
557/* possibly infect due to direct physical contact 580/* possibly infect due to direct physical contact
558 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 581 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
559 582int
560int check_physically_infect(object *victim, object *hitter) { 583check_physically_infect (object *victim, object *hitter)
561 object *walk; 584{
562 /* search for diseases, give every disease a chance to infect */ 585 /* search for diseases, give every disease a chance to infect */
563 for(walk=hitter->inv;walk!=NULL;walk=walk->below) 586 for (object *disease = hitter->inv; disease; disease = disease->below)
564 if(walk->type==DISEASE) infect_object(victim,walk,0); 587 if (disease->type == DISEASE)
588 infect_object (victim, disease, 0);
589
565 return 1; 590 return 1;
566} 591}
567 592
568/* find a disease in someone*/ 593// find a disease in someone
594object *
569object *find_disease(object *victim) { 595find_disease (object *victim)
570 object *walk; 596{
571 for(walk=victim->inv;walk;walk=walk->below) 597 for (object *disease = victim->inv; disease; disease = disease->below)
572 if(walk->type==DISEASE) return walk; 598 if (disease->type == DISEASE)
599 return disease;
600
573 return NULL; 601 return 0;
574} 602}
575 603
576/* do the cure disease stuff, from the spell "cure disease" */ 604/* do the cure disease stuff, from the spell "cure disease" */
577 605int
578int cure_disease(object *sufferer,object *caster) { 606cure_disease (object *sufferer, object *caster, object *spell)
607{
579 object *disease, *next; 608 object *disease, *next;
580 int casting_level;
581 int cure=0; 609 int cure = 0;
582 610
583 if(caster) casting_level = caster->level; 611 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
584 else casting_level = 1000; /* if null caster, CURE all. */
585 612
586 for(disease=sufferer->inv;disease;disease=next) { 613 for (disease = sufferer->inv; disease; disease = next)
614 {
587 next=disease->below; 615 next = disease->below;
588 616
589 if(disease->type==DISEASE) { /* attempt to cure this disease */ 617 if (disease->type == DISEASE)
618 { /* attempt to cure this disease */
590 /* If caster lvel is higher than disease level, cure chance 619 /* If caster level is higher than disease level, cure chance
591 * is automatic. If lower, then the chance is basically 620 * is automatic. If lower, then the chance is basically
592 * 1 in level_diff - if there is a 5 level difference, chance 621 * 1 in level_diff - if there is a 5 level difference, chance
593 * is 1 in 5. 622 * is 1 in 5.
594 */ 623 */
595 if ((casting_level >= disease->level) || 624 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), 625 {
597 caster, PREFER_LOW) ))) {
598
599 remove_symptoms(disease); 626 remove_symptoms (disease);
600 remove_ob(disease);
601 cure=1; 627 cure = 1;
602 if(caster) change_exp(caster,disease->stats.exp, 628
603 caster->chosen_skill?caster->chosen_skill->skill:NULL, 0); 629 if (caster && spell)
604 free_object(disease); 630 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
631
632 disease->destroy ();
605 } 633 }
606 } 634 }
607 } 635 }
636
608 if (cure) { 637 if (cure)
638 {
609 /* Only draw these messages once */ 639 /* Only draw these messages once */
610 if (caster) 640 if (caster)
611 new_draw_info_format(NDI_UNIQUE,0,caster,"You cure a disease!"); 641 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
642
612 new_draw_info(NDI_UNIQUE,0,sufferer,"You no longer feel diseased."); 643 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
613 } 644 }
645
614 return 1; 646 return 1;
615} 647}
616 648
617/* reduces disease progression: reduce_symptoms 649/* reduces disease progression: reduce_symptoms
618 * return true if we actually reduce a disease. 650 * return true if we actually reduce a disease.
619 */ 651 */
620 652int
621int reduce_symptoms(object *sufferer, int reduction) { 653reduce_symptoms (object *sufferer, int reduction)
654{
622 object *walk; 655 object *walk;
623 int success=0; 656 int success = 0;
624 657
625 for(walk=sufferer->inv;walk;walk=walk->below) { 658 for (walk = sufferer->inv; walk; walk = walk->below)
659 {
626 if(walk->type==SYMPTOM) { 660 if (walk->type == SYMPTOM)
661 {
627 if(walk->value > 0) { 662 if (walk->value > 0)
663 {
628 success=1; 664 success = 1;
629 walk->value = MAX(0,walk->value - 2*reduction); 665 walk->value = max (0, walk->value - 2 * reduction);
630 /* give the disease time to modify this symptom, 666 /* give the disease time to modify this symptom,
631 * and reduce its severity. */ 667 * and reduce its severity. */
632 walk->speed_left = 0; 668 walk->speed_left = 0;
633 } 669 }
634 } 670 }
635 } 671 }
672
636 if (success) 673 if (success)
637 new_draw_info(NDI_UNIQUE,0,sufferer,"Your illness seems less severe."); 674 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
675
638 return success; 676 return success;
639} 677}
640

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