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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 1.68 by root, Sun May 1 16:58:17 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5/*
6 CrossFire, A Multiplayer game for X-windows
7 24
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, 25/* This file contains all the code implementing diseases,
29 except for odds and ends in attack.c and in 26 * except for odds and ends in attack.c and in
30 living.c*/ 27 * living.c
31 28 */
32
33 29
34/* 30/*
35 31
36For DISEASES: 32For DISEASES:
37Stat Property Definition 33Stat Property Definition
49dam^ Damage How much damage it does (%?). 45dam^ Damage How much damage it does (%?).
50maxgrace+ Duration How long before the disease is naturally cured. 46maxgrace+ Duration How long before the disease is naturally cured.
51food DurCount Counter for Duration 47food DurCount Counter for Duration
52 48
53speed Speed How often the disease moves. 49speed Speed How often the disease moves.
54last_sp^ Lethargy Percentage of max speed--10 = 10% speed. 50last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
55 51
56maxsp^ Mana deplete Saps mana. 52maxsp^ Mana deplete Saps mana.
57ac^ Progressiveness How the diseases increases in severity. 53ac^ Progressiveness How the diseases increases in severity.
58last_eat*^ Deplete food saps food if negative 54last_eat*^ Deplete food saps food if negative
59last_heal GrantImmunity If nonzero, disease does NOT grant immunity 55last_heal GrantImmunity If nonzero, disease does NOT grant immunity
130 126
131 127
132#include <global.h> 128#include <global.h>
133#include <object.h> 129#include <object.h>
134#include <living.h> 130#include <living.h>
135#ifndef __CEXTRACT__
136#include <sproto.h> 131#include <sproto.h>
137#endif
138#include <spells.h> 132#include <spells.h>
139#include <sounds.h> 133#include <sounds.h>
140#include <skills.h> 134#include <skills.h>
141 135
142/* IMPLEMENTATION NOTES 136/* IMPLEMENTATION NOTES
144 Diseases may be contageous. They are objects which exist in a player's 138 Diseases may be contageous. They are objects which exist in a player's
145inventory. They themselves do nothing, except modify Symptoms, or 139inventory. They themselves do nothing, except modify Symptoms, or
146spread to other live objects. Symptoms are what actually damage the player: 140spread to other live objects. Symptoms are what actually damage the player:
147these are their own object. */ 141these are their own object. */
148 142
149/* check if victim is susceptible to disease. */ 143/* grants immunity to plagues we've seen before. */
150static int is_susceptible_to_disease(object *victim, object *disease) 144static int
145grant_immunity (object *disease)
151{ 146{
152 if(!QUERY_FLAG(victim,FLAG_ALIVE)) return 0; 147 object *immunity;
148 object *walk;
153 149
154 if(strstr(disease->race, "*") && !QUERY_FLAG(victim, FLAG_UNDEAD)) 150 /* Don't give immunity to this disease if last_heal is set. */
155 return 1; 151 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; 152 return 0;
165}
166 153
167int move_disease(object *disease) { 154 /* first, search for an immunity of the same name */
168 /* first task is to determine if the disease is inside or outside of someone. 155 for (walk = disease->env->inv; walk; walk = walk->below)
169 * If outside, we decrement 'value' until we're gone. 156 if (disease->name == walk->name && walk->is_immunity ())
170 */ 157 {
171 158 walk->level = disease->level;
172 if(disease->env==NULL) { /* we're outside of someone */ 159 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 } 160 }
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);
195 161
196 /* impose or modify the symptoms of the disease */ 162 immunity = archetype::get (shstr_immunity);
197 if(disease->env && is_susceptible_to_disease(disease->env, disease))
198 do_symptoms(disease);
199 163
164 immunity->name = disease->name;
165 immunity->level = disease->level;
166 immunity->move_block = 0;
167
168 insert_ob_in_ob (immunity, disease->env);
169
200 return 0; 170 return 1;
171}
172
173/* argument is a disease */
174static object *
175find_symptom (object *disease)
176{
177 /* check the inventory for symptoms */
178 for (object *walk = disease->env->inv; walk; walk = walk->below)
179 if (walk->name == disease->name && walk->type == SYMPTOM)
180 return walk;
181
182 return NULL;
201} 183}
202 184
203/* remove any symptoms of disease 185/* remove any symptoms of disease
204 * Modified by MSW 2003-03-28 do try to find all the symptom the 186 * 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 187 * player may have - I think through some odd interactoins with
206 * disease level and player level and whatnot, a player could get 188 * disease level and player level and whatnot, a player could get
207 * more than one symtpom to a disease. 189 * more than one symtpom to a disease.
208 */ 190 */
209 191static int
210int remove_symptoms(object *disease) { 192remove_symptoms (object *disease)
193{
211 object *symptom, *victim=NULL; 194 object *symptom, *victim = NULL;
212 195
213 while ((symptom = find_symptom(disease)) != NULL) { 196 while ((symptom = find_symptom (disease)) != NULL)
214 if (!victim) victim=symptom->env;
215 remove_ob(symptom);
216 free_object(symptom);
217 } 197 {
218 if(victim) fix_player(victim); 198 if (!victim)
199 victim = symptom->env;
200
201 symptom->destroy ();
202 }
203
204 if (victim)
205 victim->update_stats ();
206
207 return 0;
208}
209
210/* searches around for more victims to infect */
211static int
212check_infection (object *disease)
213{
214 int range = abs (disease->magic);
215
216 object *op = disease->outer_env_or_self ();
217
218 if (!op->is_on_map ())
219 return 0; 219 return 0;
220}
221 220
222/* argument is a disease */ 221 dynbuf buf;
223object * find_symptom(object *disease) { 222 unordered_mapwalk (buf, op, -range, -range, range, range)
224 object *walk; 223 {
224 mapspace &ms = m->at (nx, ny);
225 225
226 /* check the inventory for symptoms */ 226 if (ms.flags () & P_IS_ALIVE)
227 for(walk=disease->env->inv;walk;walk = walk->below) 227 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
228 if(!strcmp(walk->name,disease->name)&&walk->type==SYMPTOM) return walk; 228 infect_object (tmp, disease, 0);
229 }
230
229 return NULL; 231 return 1;
230} 232}
231 233
232/* searches around for more victims to infect */ 234/* check if victim is susceptible to disease. */
233int check_infection(object *disease) { 235static int
234 int x,y,range, mflags; 236is_susceptible_to_disease (object *victim, object *disease)
235 mapstruct *map, *map2; 237{
238 if (!victim->flag [FLAG_ALIVE])
239 return 0;
240
241 if (victim->flag [FLAG_WIZ])
242 return 0;
243
244 if (disease->race.contains ("*") && !victim->flag [FLAG_UNDEAD])
245 return 1;
246
247 if ((disease->race == shstr_undead) && victim->flag [FLAG_UNDEAD])
248 return 1;
249
250 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
251 return 1;
252
253 return 0;
254}
255
256/* this function monitors the symptoms caused by the disease (if any),
257causes symptoms, and modifies existing symptoms in the case of
258existing diseases. */
259static int
260do_symptoms (object *disease)
261{
262 object *symptom;
263 object *victim;
236 object *tmp; 264 object *tmp;
237 sint16 i, j, i2, j2;
238 265
239 range = abs(disease->magic); 266 victim = disease->env;
267
268 if (!victim)
269 return 0; /* no-one to inflict symptoms on */
270
271 /* This is a quick hack - for whatever reason, disease->env will point
272 * back to disease, causing endless loops. Why this happens really needs
273 * to be found, but this should at least prevent the infinite loops.
274 */
275 //TODO: should no longer be the case, monitor, and remove
276 if (victim == disease)
277 {
278 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
279 return 0;
280 }
281
282 symptom = find_symptom (disease);
283 if (!symptom)
284 {
285 /* no symptom? need to generate one! */
286
287 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
288 if (!is_susceptible_to_disease (victim, disease))
289 return 0;
290
291 /* check for an actual immunity */
292 /* do an immunity check */
293 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
294 if (tmp->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */
295 if (tmp->level >= disease->level)
296 return 0; /* Immune! */
297
298 object *new_symptom = archetype::get (shstr_symptom);
299
300 /* Something special done with dam. We want diseases to be more
301 * random in what they'll kill, so we'll make the damage they
302 * do random, note, this has a weird effect with progressive diseases.
303 */
304 if (disease->stats.dam)
305 {
306 int dam = disease->stats.dam;
307
308 /* reduce the damage, on average, 50%, and making things random. */
309
310 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
311 if (disease->stats.dam < 0)
312 dam = -dam;
313
314 new_symptom->stats.dam = dam;
315 }
316
317 new_symptom->stats.maxsp = disease->stats.maxsp;
318 new_symptom->stats.food = new_symptom->stats.maxgrace;
319
320 new_symptom->name = new_symptom->name_pl = disease->name;
321
322 new_symptom->level = disease->level;
323 new_symptom->value = 0;
324
325 new_symptom->set_speed (disease->speed);
326
327 for (int i = 0; i < NUM_STATS; ++i)
328 new_symptom->stats.stat (i) = disease->stats.stat (i);
329
330 new_symptom->stats.sp = disease->stats.sp;
331 new_symptom->stats.food = disease->last_eat;
332 new_symptom->stats.maxsp = disease->stats.maxsp;
333 new_symptom->last_sp = disease->last_sp;
334 new_symptom->stats.exp = 0;
335 new_symptom->stats.hp = disease->stats.hp;
336 new_symptom->msg = disease->msg;
337 new_symptom->attacktype = disease->attacktype;
338 new_symptom->other_arch = disease->other_arch;
339 new_symptom->skill = disease->skill;
340
341 new_symptom->move_block = 0;
342
343 victim->head_ ()->insert (new_symptom);
344
345 // set owner last, as insert clears owner
346 new_symptom->set_owner (disease->owner);
347
348 return 1;
349 }
350
351 /* now deal with progressing diseases: we increase the debility
352 * caused by the symptoms.
353 */
354 if (disease->stats.ac)
355 {
356 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
357
358 float scale = 1.f + symptom->value / 100.f;
359
360 /* now rescale all the debilities */
361 for (int i = 0; i < NUM_STATS; ++i)
362 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
363
364 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
365 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
366 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
367 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
368 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
369 symptom->stats.exp = 0;
370 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
371 symptom->msg = disease->msg;
372 symptom->attacktype = disease->attacktype;
373 symptom->other_arch = disease->other_arch;
374 }
375
376 symptom->set_flag (FLAG_APPLIED);
377 victim->update_stats ();
378
379 return 1;
380}
381
382int
383move_disease (object *disease)
384{
385 /* First task is to determine if the disease is inside or outside of someone.
386 * If outside, we decrement 'value' until we're gone.
387 */
388
240 if(disease->env) { 389 if (!disease->env)
390 { /* we're outside of someone */
391 if (disease->stats.maxhp > 0)
241 x = disease->env->x; 392 disease->value--;
242 y = disease->env->y; 393
243 map=disease->env->map; 394 if (!disease->value)
395 {
396 disease->destroy ();
397 return 1;
398 }
399 }
400 else
244 } 401 {
245 else { 402 /* if we're inside a person, have the disease run its course */
246 x = disease->x; 403 /* negative/zero food denotes "perpetual" diseases. */
247 y = disease->y; 404 if (disease->stats.food > 0)
248 map = disease->map; 405 {
249 } 406 disease->stats.food--;
250 407
251 if(map == NULL) return 0; 408 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 } 409 {
410 remove_symptoms (disease); /* remove the symptoms of this disease */
411 grant_immunity (disease);
412 disease->destroy ();
413 return 1;
259 } 414 }
260 } 415 }
261 } 416 }
417
418 /* check to see if we infect others */
419 check_infection (disease);
420
421 /* impose or modify the symptoms of the disease */
422 if (disease->env && is_susceptible_to_disease (disease->env, disease))
423 do_symptoms (disease);
424
262 return 1; 425 return 0;
263} 426}
264
265 427
266/* check to see if an object is infectable: 428/* check to see if an object is infectable:
267 * objects with immunity aren't infectable. 429 * objects with immunity aren't infectable.
268 * objects already infected aren't infectable. 430 * objects already infected aren't infectable.
269 * dead objects aren't infectable. 431 * dead objects aren't infectable.
270 * undead objects are infectible only if specifically named. 432 * undead objects are infectible only if specifically named.
271*/ 433*/
434int
272int infect_object(object *victim, object *disease, int force) { 435infect_object (object *victim, object *disease, int force)
436{
273 object *tmp; 437 object *tmp;
274 object *new_disease; 438 object *new_disease;
275 439
276 /* don't infect inanimate objects */ 440 /* don't infect inanimate objects */
277 if(!QUERY_FLAG(victim,FLAG_MONSTER) && !(victim->type==PLAYER)) return 0; 441 if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER))
442 return 0;
278 443
279 /* check and see if victim can catch disease: diseases 444 /* check and see if victim can catch disease: diseases
280 * are specific 445 * are specific
281 */ 446 */
282 if(!is_susceptible_to_disease(victim, disease)) return 0; 447 if (!is_susceptible_to_disease (victim, disease))
448 return 0;
283 449
284 /* roll the dice on infection before doing the inventory check! */ 450 /* roll the dice on infection before doing the inventory check! */
285 if(!force && (random_roll(0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) 451 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
286 return 0; 452 return 0;
287 453
288 /* do an immunity check */ 454 /* do an immunity check */
289 if(victim->head) tmp = victim->head->inv;
290 else tmp = victim->inv;
291 455
292 /* There used to (IMO) be a flaw in the below - it used to be the case 456 /* 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 457 * 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 458 * 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 459 * (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 460 * they were cast in that same order. Instead, change it so that
297 * if you diseased, you can't get diseased more. 461 * if you diseased, you can't get diseased more.
298 */ 462 */
299 463
300 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { 464 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
301 if(tmp->type == SIGN && !strcmp(tmp->name,disease->name) && tmp->level >= disease->level) 465 if (tmp->name == disease->name && tmp->is_immunity () && tmp->level >= disease->level)
302 return 0; /*Immune! */ 466 return 0; /* Immune! */
303 else if (tmp->type==DISEASE && !strcmp(tmp->name,disease->name)) 467 else if (tmp->type == DISEASE && tmp->name == disease->name)
304 return 0; /* already diseased */ 468 return 0; /* already diseased */
305 }
306 469
307 /* If we've gotten this far, go ahead and infect the victim. */ 470 /* If we've gotten this far, go ahead and infect the victim. */
308 new_disease = get_object(); 471
309 copy_object(disease,new_disease); 472 new_disease = disease->clone ();
473
310 new_disease->stats.food=disease->stats.maxgrace; 474 new_disease->stats.food = disease->stats.maxgrace;
311 new_disease->value=disease->stats.maxhp; 475 new_disease->value = disease->stats.maxhp;
312 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 476 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
313 477
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' 478 /* This appears to be a horrible case of overloading 'NO_PASS'
340 * for meaning in the diseases. 479 * for meaning in the diseases.
341 */ 480 */
342 new_disease->move_block = 0; 481 new_disease->move_block = 0;
482
483 // insert before setting the owner
484 victim->head_ ()->insert (new_disease);
485
486 if (disease->owner)
487 new_disease->set_owner (disease->owner);
488 else if (object *pl = disease->in_player ())
489 /* for diseases which are passed by hitting, set owner and skill */
490 new_disease->set_owner (pl);
491
343 if(new_disease->owner && new_disease->owner->type==PLAYER) { 492 if (new_disease->owner && new_disease->owner->type == PLAYER)
344 char buf[128]; 493 {
494 const char *buf;
495
345 /* if the disease has a title, it has a special infection message 496 /* if the disease has a title, it has a special infection message
346 * This messages is printed in the form MESSAGE victim 497 * This messages is printed in the form MESSAGE victim
347 */ 498 */
348 if(new_disease->title) 499 if (new_disease->title)
349 sprintf(buf,"%s %s!!",disease->title,victim->name); 500 buf = format ("%s %s!!", &disease->title, &victim->name);
350 else 501 else
351 sprintf(buf,"You infect %s with your disease, %s!",victim->name,new_disease->name); 502 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
352 503
353 if(victim->type == PLAYER) 504 if (victim->type == PLAYER)
354 new_draw_info(NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 505 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
355 else 506 else
356 new_draw_info(0, 4, new_disease->owner, buf); 507 new_draw_info (0, 4, new_disease->owner, buf);
357 } 508 }
509
358 if(victim->type==PLAYER) 510 if (victim->type == PLAYER)
359 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,"You suddenly feel ill."); 511 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
360 512
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; 513 return 1;
509
510} 514}
511
512 515
513/* make the symptom do the nasty things it does */ 516/* make the symptom do the nasty things it does */
514 517int
515int move_symptom(object *symptom) { 518move_symptom (object *symptom)
519{
516 object *victim = symptom->env; 520 object *victim = symptom->env;
517 object *new_ob;
518 int sp_reduce;
519 521
520 if(victim == NULL || victim->map==NULL) { /* outside a monster/player, die immediately */ 522 if (!victim || !victim->map)
521 remove_ob(symptom); 523 { /* outside a monster/player, die immediately */
522 free_object(symptom); 524 symptom->destroy ();
523 return 0; 525 return 0;
524 } 526 }
525 527
526 if(symptom->stats.dam > 0) hit_player(victim,symptom->stats.dam,symptom,symptom->attacktype,1);
527 else hit_player(victim,(int) MAX(1,-victim->stats.maxhp * symptom->stats.dam / 100.0),symptom,symptom->attacktype,1);
528
529 if(symptom->stats.maxsp>0) sp_reduce = symptom->stats.maxsp;
530 else sp_reduce = (int) MAX(1,victim->stats.maxsp * symptom->stats.maxsp/100.0);
531 victim->stats.sp = MAX(0,victim->stats.sp - sp_reduce);
532
533 /* create the symptom "other arch" object and drop it here 528 /* create the symptom "other arch" object and drop it here
534 * under every part of the monster 529 * under every part of the monster
535 * The victim may well have died. 530 * The victim may well have died.
536 */ 531 */
532 if (victim->map)
533 {
534 victim->play_sound (symptom->sound);
537 535
538 if(victim->map==NULL) return 0;
539 if(symptom->other_arch) { 536 if (symptom->other_arch)
540 object *tmp; 537 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
541 tmp=victim; 538 {
542 if(tmp->head!=NULL) tmp=tmp->head; 539 object *new_ob = symptom->other_arch->instance ();
543 for(/*tmp initialized above */;tmp!=NULL;tmp=tmp->more) {
544 new_ob = arch_to_object(symptom->other_arch);
545 new_ob->x = tmp->x; 540 new_ob->x = tmp->x;
546 new_ob->y = tmp->y; 541 new_ob->y = tmp->y;
547 new_ob->map = victim->map; 542 new_ob->map = victim->map;
548 insert_ob_in_map(new_ob,victim->map,victim,0); 543 insert_ob_in_map (new_ob, victim->map, victim, 0);
549 } 544 }
550 } 545 }
546
547 int damage =
548 symptom->stats.dam > 0
549 ? symptom->stats.dam
550 : max (1, victim->stats.maxhp * -symptom->stats.dam / 100);
551
552 hit_player (victim, damage, symptom, symptom->attacktype, 1);
553
554 int sp_reduce =
555 symptom->stats.maxsp > 0
556 ? symptom->stats.maxsp
557 : max (1, victim->stats.maxsp * -symptom->stats.maxsp / 100);
558
559 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
560
551 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,symptom->msg); 561 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
552 562
553 return 1; 563 return 1;
554} 564}
555 565
556
557/* possibly infect due to direct physical contact 566/* possibly infect due to direct physical contact
558 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 567 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
559 568int
560int check_physically_infect(object *victim, object *hitter) { 569check_physically_infect (object *victim, object *hitter)
561 object *walk; 570{
562 /* search for diseases, give every disease a chance to infect */ 571 /* search for diseases, give every disease a chance to infect */
563 for(walk=hitter->inv;walk!=NULL;walk=walk->below) 572 for (object *disease = hitter->inv; disease; disease = disease->below)
564 if(walk->type==DISEASE) infect_object(victim,walk,0); 573 if (disease->type == DISEASE)
574 infect_object (victim, disease, 0);
575
565 return 1; 576 return 1;
566} 577}
567 578
568/* find a disease in someone*/
569object *find_disease(object *victim) {
570 object *walk;
571 for(walk=victim->inv;walk;walk=walk->below)
572 if(walk->type==DISEASE) return walk;
573 return NULL;
574}
575
576/* do the cure disease stuff, from the spell "cure disease" */ 579/* do the cure disease stuff, from the spell "cure disease" */
577 580int
578int cure_disease(object *sufferer,object *caster) { 581cure_disease (object *sufferer, object *caster, object *spell)
582{
579 object *disease, *next; 583 object *disease, *next;
580 int casting_level;
581 int cure=0; 584 int cure = 0;
582 585
583 if(caster) casting_level = caster->level; 586 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
584 else casting_level = 1000; /* if null caster, CURE all. */
585 587
586 for(disease=sufferer->inv;disease;disease=next) { 588 for (disease = sufferer->inv; disease; disease = next)
589 {
587 next=disease->below; 590 next = disease->below;
588 591
589 if(disease->type==DISEASE) { /* attempt to cure this disease */ 592 if (disease->type == DISEASE)
593 { /* attempt to cure this disease */
590 /* If caster lvel is higher than disease level, cure chance 594 /* If caster level is higher than disease level, cure chance
591 * is automatic. If lower, then the chance is basically 595 * is automatic. If lower, then the chance is basically
592 * 1 in level_diff - if there is a 5 level difference, chance 596 * 1 in level_diff - if there is a 5 level difference, chance
593 * is 1 in 5. 597 * is 1 in 5.
594 */ 598 */
595 if ((casting_level >= disease->level) || 599 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), 600 {
597 caster, PREFER_LOW) ))) {
598
599 remove_symptoms(disease); 601 remove_symptoms (disease);
600 remove_ob(disease);
601 cure=1; 602 cure = 1;
602 if(caster) change_exp(caster,disease->stats.exp, 603
603 caster->chosen_skill?caster->chosen_skill->skill:NULL, 0); 604 if (caster && spell)
604 free_object(disease); 605 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
606
607 disease->destroy ();
605 } 608 }
606 } 609 }
607 } 610 }
611
608 if (cure) { 612 if (cure)
613 {
609 /* Only draw these messages once */ 614 /* Only draw these messages once */
610 if (caster) 615 if (caster)
611 new_draw_info_format(NDI_UNIQUE,0,caster,"You cure a disease!"); 616 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
617
612 new_draw_info(NDI_UNIQUE,0,sufferer,"You no longer feel diseased."); 618 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
613 } 619 }
620
614 return 1; 621 return 1;
615} 622}
616 623
624#if 0 // unused, but seems interesting
617/* reduces disease progression: reduce_symptoms 625/* reduces disease progression: reduce_symptoms
618 * return true if we actually reduce a disease. 626 * return true if we actually reduce a disease.
619 */ 627 */
620 628static int
621int reduce_symptoms(object *sufferer, int reduction) { 629reduce_symptoms (object *sufferer, int reduction)
630{
622 object *walk; 631 object *walk;
623 int success=0; 632 int success = 0;
624 633
625 for(walk=sufferer->inv;walk;walk=walk->below) { 634 for (walk = sufferer->inv; walk; walk = walk->below)
635 {
626 if(walk->type==SYMPTOM) { 636 if (walk->type == SYMPTOM)
637 {
627 if(walk->value > 0) { 638 if (walk->value > 0)
639 {
628 success=1; 640 success = 1;
629 walk->value = MAX(0,walk->value - 2*reduction); 641 walk->value = max (0, walk->value - 2 * reduction);
630 /* give the disease time to modify this symptom, 642 /* give the disease time to modify this symptom,
631 * and reduce its severity. */ 643 * and reduce its severity. */
632 walk->speed_left = 0; 644 walk->speed_left = 0;
633 } 645 }
634 } 646 }
635 } 647 }
648
636 if (success) 649 if (success)
637 new_draw_info(NDI_UNIQUE,0,sufferer,"Your illness seems less severe."); 650 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
651
638 return success; 652 return success;
639} 653}
640 654#endif

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