ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/disease.C
(Generate patch)

Comparing deliantra/server/server/disease.C (file contents):
Revision 1.2 by root, Tue Aug 29 08:01:37 2006 UTC vs.
Revision 1.52 by root, Tue Sep 1 20:56:05 2009 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 (©) 2005,2006,2007,2008,2009 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
144 Diseases may be contageous. They are objects which exist in a player's 137 Diseases may be contageous. They are objects which exist in a player's
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/* grants immunity to plagues we've seen before. */
150static int is_susceptible_to_disease(object *victim, object *disease) 143static int
144grant_immunity (object *disease)
151{ 145{
152 if(!QUERY_FLAG(victim,FLAG_ALIVE)) return 0; 146 object *immunity;
147 object *walk;
153 148
154 if(strstr(disease->race, "*") && !QUERY_FLAG(victim, FLAG_UNDEAD)) 149 /* Don't give immunity to this disease if last_heal is set. */
155 return 1; 150 if (disease->last_heal)
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; 151 return 0;
165}
166 152
167int move_disease(object *disease) { 153 /* first, search for an immunity of the same name */
168 /* first task is to determine if the disease is inside or outside of someone. 154 for (walk = disease->env->inv; walk; walk = walk->below)
169 * If outside, we decrement 'value' until we're gone. 155 if (walk->type == 98 && disease->name == walk->name)
170 */ 156 {
171 157 walk->level = disease->level;
172 if(disease->env==NULL) { /* we're outside of someone */ 158 return 1; /* just update the existing immunity. */
173 if ( disease->stats.maxhp > 0 ) disease->value--;
174 if(disease->value==0) {
175 remove_ob(disease);
176 free_object(disease);
177 return 1;
178 } 159 }
179 } else {
180 /* if we're inside a person, have the disease run its course */
181 /* negative foods denote "perpetual" diseases. */
182 if(disease->stats.food>0) {
183 disease->stats.food--;
184 if (disease->stats.food==0) {
185 remove_symptoms(disease); /* remove the symptoms of this disease */
186 grant_immunity(disease);
187 remove_ob(disease);
188 free_object(disease);
189 return 1;
190 }
191 }
192 }
193 /* check to see if we infect others */
194 check_infection(disease);
195 160
196 /* impose or modify the symptoms of the disease */ 161 immunity = get_archetype ("immunity");
197 if(disease->env && is_susceptible_to_disease(disease->env, disease))
198 do_symptoms(disease);
199 162
163 immunity->name = disease->name;
164 immunity->level = disease->level;
165 immunity->move_block = 0;
166
167 insert_ob_in_ob (immunity, disease->env);
168
200 return 0; 169 return 1;
170}
171
172/* argument is a disease */
173static object *
174find_symptom (object *disease)
175{
176 /* check the inventory for symptoms */
177 for (object *walk = disease->env->inv; walk; walk = walk->below)
178 if (walk->name == disease->name && walk->type == SYMPTOM)
179 return walk;
180
181 return NULL;
201} 182}
202 183
203/* remove any symptoms of disease 184/* remove any symptoms of disease
204 * Modified by MSW 2003-03-28 do try to find all the symptom the 185 * 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 186 * player may have - I think through some odd interactoins with
206 * disease level and player level and whatnot, a player could get 187 * disease level and player level and whatnot, a player could get
207 * more than one symtpom to a disease. 188 * more than one symtpom to a disease.
208 */ 189 */
209 190static int
210int remove_symptoms(object *disease) { 191remove_symptoms (object *disease)
192{
211 object *symptom, *victim=NULL; 193 object *symptom, *victim = NULL;
212 194
213 while ((symptom = find_symptom(disease)) != NULL) { 195 while ((symptom = find_symptom (disease)) != NULL)
214 if (!victim) victim=symptom->env;
215 remove_ob(symptom);
216 free_object(symptom);
217 } 196 {
218 if(victim) fix_player(victim); 197 if (!victim)
198 victim = symptom->env;
199
200 symptom->destroy ();
201 }
202
203 if (victim)
204 victim->update_stats ();
205
206 return 0;
207}
208
209/* searches around for more victims to infect */
210static int
211check_infection (object *disease)
212{
213 int range = abs (disease->magic);
214
215 object *op = disease->outer_env_or_self ();
216
217 if (!op->is_on_map ())
219 return 0; 218 return 0;
220}
221 219
222/* argument is a disease */ 220 unordered_mapwalk (op, -range, -range, range, range)
223object * find_symptom(object *disease) { 221 {
224 object *walk; 222 mapspace &ms = m->at (nx, ny);
225 223
226 /* check the inventory for symptoms */ 224 if (ms.flags () & P_IS_ALIVE)
227 for(walk=disease->env->inv;walk;walk = walk->below) 225 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
228 if(!strcmp(walk->name,disease->name)&&walk->type==SYMPTOM) return walk; 226 infect_object (tmp, disease, 0);
227 }
228
229 return NULL; 229 return 1;
230} 230}
231 231
232/* searches around for more victims to infect */ 232/* check if victim is susceptible to disease. */
233int check_infection(object *disease) { 233static int
234 int x,y,range, mflags; 234is_susceptible_to_disease (object *victim, object *disease)
235 mapstruct *map, *map2; 235{
236 if (!QUERY_FLAG (victim, FLAG_ALIVE))
237 return 0;
238
239 if (victim->flag [FLAG_WIZ])
240 return 0;
241
242 if (disease->race.contains ("*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
243 return 1;
244
245 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
246 return 1;
247
248 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
249 return 1;
250
251 return 0;
252}
253
254/* this function monitors the symptoms caused by the disease (if any),
255causes symptoms, and modifies existing symptoms in the case of
256existing diseases. */
257static int
258do_symptoms (object *disease)
259{
260 object *symptom;
261 object *victim;
236 object *tmp; 262 object *tmp;
237 sint16 i, j, i2, j2;
238 263
239 range = abs(disease->magic); 264 victim = disease->env;
265
266 if (!victim)
267 return 0; /* no-one to inflict symptoms on */
268
269 /* This is a quick hack - for whatever reason, disease->env will point
270 * back to disease, causing endless loops. Why this happens really needs
271 * to be found, but this should at least prevent the infinite loops.
272 */
273 //TODO: should no longer be the case, monitor, and remove
274 if (victim == disease)
275 {
276 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
277 return 0;
278 }
279
280 symptom = find_symptom (disease);
281 if (!symptom)
282 {
283 /* no symptom? need to generate one! */
284
285 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
286 if (!is_susceptible_to_disease (victim, disease))
287 return 0;
288
289 /* check for an actual immunity */
290 /* do an immunity check */
291 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
292 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
293 if (tmp->name == disease->name && tmp->level >= disease->level)
294 return 0; /* Immune! */
295
296 object *new_symptom = get_archetype ("symptom");
297
298 /* Something special done with dam. We want diseases to be more
299 * random in what they'll kill, so we'll make the damage they
300 * do random, note, this has a weird effect with progressive diseases.
301 */
302 if (disease->stats.dam)
303 {
304 int dam = disease->stats.dam;
305
306 /* reduce the damage, on average, 50%, and making things random. */
307
308 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
309 if (disease->stats.dam < 0)
310 dam = -dam;
311
312 new_symptom->stats.dam = dam;
313 }
314
315 new_symptom->stats.maxsp = disease->stats.maxsp;
316 new_symptom->stats.food = new_symptom->stats.maxgrace;
317
318 new_symptom->name = new_symptom->name_pl = disease->name;
319
320 new_symptom->level = disease->level;
321 new_symptom->speed = disease->speed;
322 new_symptom->value = 0;
323
324 for (int i = 0; i < NUM_STATS; ++i)
325 new_symptom->stats.stat (i) = disease->stats.stat (i);
326
327 new_symptom->stats.sp = disease->stats.sp;
328 new_symptom->stats.food = disease->last_eat;
329 new_symptom->stats.maxsp = disease->stats.maxsp;
330 new_symptom->last_sp = disease->last_sp;
331 new_symptom->stats.exp = 0;
332 new_symptom->stats.hp = disease->stats.hp;
333 new_symptom->msg = disease->msg;
334 new_symptom->attacktype = disease->attacktype;
335 new_symptom->other_arch = disease->other_arch;
336 new_symptom->skill = disease->skill;
337
338 new_symptom->move_block = 0;
339
340 victim->head_ ()->insert (new_symptom);
341
342 // set owner last, as insert clears owner
343 new_symptom->set_owner (disease->owner);
344
345 return 1;
346 }
347
348 /* now deal with progressing diseases: we increase the debility
349 * caused by the symptoms.
350 */
351 if (disease->stats.ac)
352 {
353 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
354
355 float scale = 1.f + symptom->value / 100.f;
356
357 /* now rescale all the debilities */
358 for (int i = 0; i < NUM_STATS; ++i)
359 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
360
361 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
362 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
363 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
364 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
365 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
366 symptom->stats.exp = 0;
367 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
368 symptom->msg = disease->msg;
369 symptom->attacktype = disease->attacktype;
370 symptom->other_arch = disease->other_arch;
371 }
372
373 SET_FLAG (symptom, FLAG_APPLIED);
374 victim->update_stats ();
375
376 return 1;
377}
378
379int
380move_disease (object *disease)
381{
382 /* First task is to determine if the disease is inside or outside of someone.
383 * If outside, we decrement 'value' until we're gone.
384 */
385
240 if(disease->env) { 386 if (!disease->env)
387 { /* we're outside of someone */
388 if (disease->stats.maxhp > 0)
241 x = disease->env->x; 389 disease->value--;
242 y = disease->env->y; 390
243 map=disease->env->map; 391 if (!disease->value)
392 {
393 disease->destroy ();
394 return 1;
395 }
396 }
397 else
244 } 398 {
245 else { 399 /* if we're inside a person, have the disease run its course */
246 x = disease->x; 400 /* negative/zero food denotes "perpetual" diseases. */
247 y = disease->y; 401 if (disease->stats.food > 0)
248 map = disease->map; 402 {
249 } 403 disease->stats.food--;
250 404
251 if(map == NULL) return 0; 405 if (!disease->stats.food)
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);
255 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) {
256 for(tmp=get_map_ob(map2,i2,j2);tmp;tmp=tmp->above) {
257 infect_object(tmp,disease,0);
258 } 406 {
407 remove_symptoms (disease); /* remove the symptoms of this disease */
408 grant_immunity (disease);
409 disease->destroy ();
410 return 1;
259 } 411 }
260 } 412 }
261 } 413 }
414
415 /* check to see if we infect others */
416 check_infection (disease);
417
418 /* impose or modify the symptoms of the disease */
419 if (disease->env && is_susceptible_to_disease (disease->env, disease))
420 do_symptoms (disease);
421
262 return 1; 422 return 0;
263} 423}
264
265 424
266/* check to see if an object is infectable: 425/* check to see if an object is infectable:
267 * objects with immunity aren't infectable. 426 * objects with immunity aren't infectable.
268 * objects already infected aren't infectable. 427 * objects already infected aren't infectable.
269 * dead objects aren't infectable. 428 * dead objects aren't infectable.
270 * undead objects are infectible only if specifically named. 429 * undead objects are infectible only if specifically named.
271*/ 430*/
431int
272int infect_object(object *victim, object *disease, int force) { 432infect_object (object *victim, object *disease, int force)
433{
273 object *tmp; 434 object *tmp;
274 object *new_disease; 435 object *new_disease;
275 436
276 /* don't infect inanimate objects */ 437 /* don't infect inanimate objects */
277 if(!QUERY_FLAG(victim,FLAG_MONSTER) && !(victim->type==PLAYER)) return 0; 438 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
439 return 0;
278 440
279 /* check and see if victim can catch disease: diseases 441 /* check and see if victim can catch disease: diseases
280 * are specific 442 * are specific
281 */ 443 */
282 if(!is_susceptible_to_disease(victim, disease)) return 0; 444 if (!is_susceptible_to_disease (victim, disease))
445 return 0;
283 446
284 /* roll the dice on infection before doing the inventory check! */ 447 /* roll the dice on infection before doing the inventory check! */
285 if(!force && (random_roll(0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) 448 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
286 return 0; 449 return 0;
287 450
288 /* do an immunity check */ 451 /* do an immunity check */
289 if(victim->head) tmp = victim->head->inv;
290 else tmp = victim->inv;
291 452
292 /* There used to (IMO) be a flaw in the below - it used to be the case 453 /* 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 454 * 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 455 * 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 456 * (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 457 * they were cast in that same order. Instead, change it so that
297 * if you diseased, you can't get diseased more. 458 * if you diseased, you can't get diseased more.
298 */ 459 */
299 460
300 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { 461 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
301 if(tmp->type == SIGN && !strcmp(tmp->name,disease->name) && tmp->level >= disease->level) 462 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
302 return 0; /*Immune! */ 463 return 0; /* Immune! */
303 else if (tmp->type==DISEASE && !strcmp(tmp->name,disease->name)) 464 else if (tmp->type == DISEASE && tmp->name == disease->name)
304 return 0; /* already diseased */ 465 return 0; /* already diseased */
305 }
306 466
307 /* If we've gotten this far, go ahead and infect the victim. */ 467 /* If we've gotten this far, go ahead and infect the victim. */
308 new_disease = get_object(); 468
309 copy_object(disease,new_disease); 469 new_disease = disease->clone ();
470
310 new_disease->stats.food=disease->stats.maxgrace; 471 new_disease->stats.food = disease->stats.maxgrace;
311 new_disease->value=disease->stats.maxhp; 472 new_disease->value = disease->stats.maxhp;
312 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 473 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
313 474
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' 475 /* This appears to be a horrible case of overloading 'NO_PASS'
340 * for meaning in the diseases. 476 * for meaning in the diseases.
341 */ 477 */
342 new_disease->move_block = 0; 478 new_disease->move_block = 0;
479
480 // insert before setting the owner
481 victim->head_ ()->insert (new_disease);
482
483 if (disease->owner)
484 new_disease->set_owner (disease->owner);
485 else if (object *pl = disease->in_player ())
486 /* for diseases which are passed by hitting, set owner and skill */
487 new_disease->set_owner (pl);
488
343 if(new_disease->owner && new_disease->owner->type==PLAYER) { 489 if (new_disease->owner && new_disease->owner->type == PLAYER)
344 char buf[128]; 490 {
491 const char *buf;
492
345 /* if the disease has a title, it has a special infection message 493 /* if the disease has a title, it has a special infection message
346 * This messages is printed in the form MESSAGE victim 494 * This messages is printed in the form MESSAGE victim
347 */ 495 */
348 if(new_disease->title) 496 if (new_disease->title)
349 sprintf(buf,"%s %s!!",disease->title,victim->name); 497 buf = format ("%s %s!!", &disease->title, &victim->name);
350 else 498 else
351 sprintf(buf,"You infect %s with your disease, %s!",victim->name,new_disease->name); 499 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
352 500
353 if(victim->type == PLAYER) 501 if (victim->type == PLAYER)
354 new_draw_info(NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 502 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
355 else 503 else
356 new_draw_info(0, 4, new_disease->owner, buf); 504 new_draw_info (0, 4, new_disease->owner, buf);
357 } 505 }
506
358 if(victim->type==PLAYER) 507 if (victim->type == PLAYER)
359 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,"You suddenly feel ill."); 508 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
360 509
361 return 1;
362
363}
364
365
366
367/* this function monitors the symptoms caused by the disease (if any),
368causes symptoms, and modifies existing symptoms in the case of
369existing diseases. */
370
371int do_symptoms(object *disease) {
372 object *symptom;
373 object *victim;
374 object *tmp;
375 victim = disease->env;
376
377 /* This is a quick hack - for whatever reason, disease->env will point
378 * back to disease, causing endless loops. Why this happens really needs
379 * to be found, but this should at least prevent the infinite loops.
380 */
381
382 if(victim == NULL || victim==disease)
383 return 0;/* no-one to inflict symptoms on */
384
385 symptom = find_symptom(disease);
386 if(symptom==NULL) {
387 /* no symptom? need to generate one! */
388 object *new_symptom;
389
390 /* 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;
392
393 /* check for an actual immunity */
394 /* do an immunity check */
395 if(victim->head) tmp = victim->head->inv;
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*/
400 if(!strcmp(tmp->name,disease->name) && tmp->level >= disease->level)
401 return 0; /*Immune! */
402 }
403
404 new_symptom = get_archetype(ARCH_SYMPTOM);
405
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;
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 }
503 immunity = get_archetype("immunity");
504 immunity->name = add_string(disease->name);
505 immunity->level = disease->level;
506 immunity->move_block = 0;
507 insert_ob_in_ob(immunity,disease->env);
508 return 1; 510 return 1;
509
510} 511}
511
512 512
513/* make the symptom do the nasty things it does */ 513/* make the symptom do the nasty things it does */
514 514int
515int move_symptom(object *symptom) { 515move_symptom (object *symptom)
516{
516 object *victim = symptom->env; 517 object *victim = symptom->env;
517 object *new_ob; 518 object *new_ob;
518 int sp_reduce; 519 int sp_reduce;
519 520
520 if(victim == NULL || victim->map==NULL) { /* outside a monster/player, die immediately */ 521 if (!victim || !victim->map)
521 remove_ob(symptom); 522 { /* outside a monster/player, die immediately */
522 free_object(symptom); 523 symptom->destroy ();
523 return 0; 524 return 0;
524 } 525 }
525 526
527 if (symptom->stats.dam > 0)
526 if(symptom->stats.dam > 0) hit_player(victim,symptom->stats.dam,symptom,symptom->attacktype,1); 528 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
529 else
527 else hit_player(victim,(int) MAX(1,-victim->stats.maxhp * symptom->stats.dam / 100.0),symptom,symptom->attacktype,1); 530 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100), symptom, symptom->attacktype, 1);
528 531
529 if(symptom->stats.maxsp>0) sp_reduce = symptom->stats.maxsp; 532 if (symptom->stats.maxsp > 0)
533 sp_reduce = symptom->stats.maxsp;
534 else
530 else sp_reduce = (int) MAX(1,victim->stats.maxsp * symptom->stats.maxsp/100.0); 535 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100);
536
531 victim->stats.sp = MAX(0,victim->stats.sp - sp_reduce); 537 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
532 538
533 /* create the symptom "other arch" object and drop it here 539 /* create the symptom "other arch" object and drop it here
534 * under every part of the monster 540 * under every part of the monster
535 * The victim may well have died. 541 * The victim may well have died.
536 */ 542 */
543 if (victim->map)
544 {
545 victim->play_sound (symptom->sound);
537 546
538 if(victim->map==NULL) return 0;
539 if(symptom->other_arch) { 547 if (symptom->other_arch)
540 object *tmp; 548 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
541 tmp=victim; 549 {
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); 550 new_ob = arch_to_object (symptom->other_arch);
545 new_ob->x = tmp->x; 551 new_ob->x = tmp->x;
546 new_ob->y = tmp->y; 552 new_ob->y = tmp->y;
547 new_ob->map = victim->map; 553 new_ob->map = victim->map;
548 insert_ob_in_map(new_ob,victim->map,victim,0); 554 insert_ob_in_map (new_ob, victim->map, victim, 0);
549 } 555 }
550 } 556 }
557
551 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,symptom->msg); 558 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
552 559
553 return 1; 560 return 1;
554} 561}
555 562
556
557/* possibly infect due to direct physical contact 563/* possibly infect due to direct physical contact
558 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 564 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
559 565int
560int check_physically_infect(object *victim, object *hitter) { 566check_physically_infect (object *victim, object *hitter)
561 object *walk; 567{
562 /* search for diseases, give every disease a chance to infect */ 568 /* search for diseases, give every disease a chance to infect */
563 for(walk=hitter->inv;walk!=NULL;walk=walk->below) 569 for (object *disease = hitter->inv; disease; disease = disease->below)
564 if(walk->type==DISEASE) infect_object(victim,walk,0); 570 if (disease->type == DISEASE)
571 infect_object (victim, disease, 0);
572
565 return 1; 573 return 1;
566} 574}
567 575
568/* find a disease in someone*/ 576// find a disease in someone
577object *
569object *find_disease(object *victim) { 578find_disease (object *victim)
570 object *walk; 579{
571 for(walk=victim->inv;walk;walk=walk->below) 580 for (object *disease = victim->inv; disease; disease = disease->below)
572 if(walk->type==DISEASE) return walk; 581 if (disease->type == DISEASE)
582 return disease;
583
573 return NULL; 584 return 0;
574} 585}
575 586
576/* do the cure disease stuff, from the spell "cure disease" */ 587/* do the cure disease stuff, from the spell "cure disease" */
577 588int
578int cure_disease(object *sufferer,object *caster) { 589cure_disease (object *sufferer, object *caster, object *spell)
590{
579 object *disease, *next; 591 object *disease, *next;
580 int casting_level;
581 int cure=0; 592 int cure = 0;
582 593
583 if(caster) casting_level = caster->level; 594 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
584 else casting_level = 1000; /* if null caster, CURE all. */
585 595
586 for(disease=sufferer->inv;disease;disease=next) { 596 for (disease = sufferer->inv; disease; disease = next)
597 {
587 next=disease->below; 598 next = disease->below;
588 599
589 if(disease->type==DISEASE) { /* attempt to cure this disease */ 600 if (disease->type == DISEASE)
601 { /* attempt to cure this disease */
590 /* If caster lvel is higher than disease level, cure chance 602 /* If caster level is higher than disease level, cure chance
591 * is automatic. If lower, then the chance is basically 603 * is automatic. If lower, then the chance is basically
592 * 1 in level_diff - if there is a 5 level difference, chance 604 * 1 in level_diff - if there is a 5 level difference, chance
593 * is 1 in 5. 605 * is 1 in 5.
594 */ 606 */
595 if ((casting_level >= disease->level) || 607 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), 608 {
597 caster, PREFER_LOW) ))) {
598
599 remove_symptoms(disease); 609 remove_symptoms (disease);
600 remove_ob(disease);
601 cure=1; 610 cure = 1;
602 if(caster) change_exp(caster,disease->stats.exp, 611
603 caster->chosen_skill?caster->chosen_skill->skill:NULL, 0); 612 if (caster && spell)
604 free_object(disease); 613 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
614
615 disease->destroy ();
605 } 616 }
606 } 617 }
607 } 618 }
619
608 if (cure) { 620 if (cure)
621 {
609 /* Only draw these messages once */ 622 /* Only draw these messages once */
610 if (caster) 623 if (caster)
611 new_draw_info_format(NDI_UNIQUE,0,caster,"You cure a disease!"); 624 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
625
612 new_draw_info(NDI_UNIQUE,0,sufferer,"You no longer feel diseased."); 626 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
613 } 627 }
628
614 return 1; 629 return 1;
615} 630}
616 631
617/* reduces disease progression: reduce_symptoms 632/* reduces disease progression: reduce_symptoms
618 * return true if we actually reduce a disease. 633 * return true if we actually reduce a disease.
619 */ 634 */
620 635int
621int reduce_symptoms(object *sufferer, int reduction) { 636reduce_symptoms (object *sufferer, int reduction)
637{
622 object *walk; 638 object *walk;
623 int success=0; 639 int success = 0;
624 640
625 for(walk=sufferer->inv;walk;walk=walk->below) { 641 for (walk = sufferer->inv; walk; walk = walk->below)
642 {
626 if(walk->type==SYMPTOM) { 643 if (walk->type == SYMPTOM)
644 {
627 if(walk->value > 0) { 645 if (walk->value > 0)
646 {
628 success=1; 647 success = 1;
629 walk->value = MAX(0,walk->value - 2*reduction); 648 walk->value = max (0, walk->value - 2 * reduction);
630 /* give the disease time to modify this symptom, 649 /* give the disease time to modify this symptom,
631 * and reduce its severity. */ 650 * and reduce its severity. */
632 walk->speed_left = 0; 651 walk->speed_left = 0;
633 } 652 }
634 } 653 }
635 } 654 }
655
636 if (success) 656 if (success)
637 new_draw_info(NDI_UNIQUE,0,sufferer,"Your illness seems less severe."); 657 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
658
638 return success; 659 return success;
639} 660}
640

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines