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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 1.9 by root, Tue Dec 12 21:39:57 2006 UTC

1/*
2 * static char *rcsid_disease_c =
3 * "$Id: disease.C,v 1.2 2006/08/29 08:01:37 root Exp $";
4 */
5/* 1/*
6 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
7 3
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
20 16
21 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 20
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 21 The authors can be reached via e-mail to <crossfire@schmorp.de>
26*/ 22*/
27 23
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*/
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__ 131#ifndef __CEXTRACT__
136#include <sproto.h> 132# include <sproto.h>
137#endif 133#endif
138#include <spells.h> 134#include <spells.h>
139#include <sounds.h> 135#include <sounds.h>
140#include <skills.h> 136#include <skills.h>
141 137
145inventory. They themselves do nothing, except modify Symptoms, or 141inventory. They themselves do nothing, except modify Symptoms, or
146spread to other live objects. Symptoms are what actually damage the player: 142spread to other live objects. Symptoms are what actually damage the player:
147these are their own object. */ 143these are their own object. */
148 144
149/* check if victim is susceptible to disease. */ 145/* check if victim is susceptible to disease. */
146static int
150static int is_susceptible_to_disease(object *victim, object *disease) 147is_susceptible_to_disease (object *victim, object *disease)
151{ 148{
152 if(!QUERY_FLAG(victim,FLAG_ALIVE)) return 0; 149 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; 150 return 0;
165}
166 151
152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
153 return 1;
154
155 if ((disease->race == undead_name) && 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 == NULL)
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 == 0)
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 foods denote "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 == 0)
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 */
209 216
217int
210int remove_symptoms(object *disease) { 218remove_symptoms (object *disease)
219{
211 object *symptom, *victim=NULL; 220 object *symptom, *victim = NULL;
212 221
213 while ((symptom = find_symptom(disease)) != NULL) { 222 while ((symptom = find_symptom (disease)) != NULL)
214 if (!victim) victim=symptom->env;
215 remove_ob(symptom);
216 free_object(symptom);
217 } 223 {
224 if (!victim)
225 victim = symptom->env;
226
227 symptom->destroy ();
228 }
229
230 if (victim)
218 if(victim) fix_player(victim); 231 fix_player (victim);
232 return 0;
233}
234
235/* argument is a disease */
236object *
237find_symptom (object *disease)
238{
239 object *walk;
240
241 /* check the inventory for symptoms */
242 for (walk = disease->env->inv; walk; walk = walk->below)
243 if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM)
244 return walk;
245 return NULL;
246}
247
248/* searches around for more victims to infect */
249int
250check_infection (object *disease)
251{
252 int x, y, range, mflags;
253 maptile *map, *map2;
254 object *tmp;
255
256 range = abs (disease->magic);
257
258 if (disease->env)
259 {
260 x = disease->env->x;
261 y = disease->env->y;
262 map = disease->env->map;
263 }
264 else
265 {
266 x = disease->x;
267 y = disease->y;
268 map = disease->map;
269 }
270
271 if (!map)
219 return 0; 272 return 0;
220}
221 273
222/* argument is a disease */ 274 for (int i = x - range; i <= x + range; i++)
223object * find_symptom(object *disease) { 275 for (int j = y - range; j <= y + range; j++)
224 object *walk; 276 {
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; 277 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); 278 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
279
255 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) { 280 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
256 for(tmp=get_map_ob(map2,i2,j2);tmp;tmp=tmp->above) { 281 for (tmp = get_map_ob (map2, i2, j2); tmp; tmp = tmp->above)
257 infect_object(tmp,disease,0); 282 infect_object (tmp, disease, 0);
258 }
259 }
260 } 283 }
261 } 284
262 return 1; 285 return 1;
263} 286}
264 287
265 288
266/* check to see if an object is infectable: 289/* check to see if an object is infectable:
267 * objects with immunity aren't infectable. 290 * objects with immunity aren't infectable.
268 * objects already infected aren't infectable. 291 * objects already infected aren't infectable.
269 * dead objects aren't infectable. 292 * dead objects aren't infectable.
270 * undead objects are infectible only if specifically named. 293 * undead objects are infectible only if specifically named.
271*/ 294*/
295int
272int infect_object(object *victim, object *disease, int force) { 296infect_object (object *victim, object *disease, int force)
297{
273 object *tmp; 298 object *tmp;
274 object *new_disease; 299 object *new_disease;
275 300
276 /* don't infect inanimate objects */ 301 /* don't infect inanimate objects */
277 if(!QUERY_FLAG(victim,FLAG_MONSTER) && !(victim->type==PLAYER)) return 0; 302 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
303 return 0;
278 304
279 /* check and see if victim can catch disease: diseases 305 /* check and see if victim can catch disease: diseases
280 * are specific 306 * are specific
281 */ 307 */
282 if(!is_susceptible_to_disease(victim, disease)) return 0; 308 if (!is_susceptible_to_disease (victim, disease))
309 return 0;
283 310
284 /* roll the dice on infection before doing the inventory check! */ 311 /* roll the dice on infection before doing the inventory check! */
285 if(!force && (random_roll(0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) 312 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
286 return 0; 313 return 0;
287 314
288 /* do an immunity check */ 315 /* do an immunity check */
316 if (victim->head)
289 if(victim->head) tmp = victim->head->inv; 317 tmp = victim->head->inv;
318 else
290 else tmp = victim->inv; 319 tmp = victim->inv;
291 320
292 /* There used to (IMO) be a flaw in the below - it used to be the case 321 /* 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 322 * 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 323 * 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 324 * (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 325 * they were cast in that same order. Instead, change it so that
297 * if you diseased, you can't get diseased more. 326 * if you diseased, you can't get diseased more.
298 */ 327 */
299 328
300 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { 329 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below)
330 {
301 if(tmp->type == SIGN && !strcmp(tmp->name,disease->name) && tmp->level >= disease->level) 331 if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level)
302 return 0; /*Immune! */ 332 return 0; /*Immune! */
303 else if (tmp->type==DISEASE && !strcmp(tmp->name,disease->name)) 333 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name))
304 return 0; /* already diseased */ 334 return 0; /* already diseased */
305 } 335 }
306 336
307 /* If we've gotten this far, go ahead and infect the victim. */ 337 /* If we've gotten this far, go ahead and infect the victim. */
308 new_disease = get_object(); 338 new_disease = object::create ();
309 copy_object(disease,new_disease); 339 disease->copy_to (new_disease);
310 new_disease->stats.food=disease->stats.maxgrace; 340 new_disease->stats.food = disease->stats.maxgrace;
311 new_disease->value=disease->stats.maxhp; 341 new_disease->value = disease->stats.maxhp;
312 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 342 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
313 343
314 /* Unfortunately, set_owner does the wrong thing to the skills pointers 344 /* Unfortunately, set_owner does the wrong thing to the skills pointers
315 * resulting in exp going into the owners *current* chosen skill. 345 * resulting in exp going into the owners *current* chosen skill.
316 */ 346 */
317 347
318 if(get_owner(disease)) { 348 if (get_owner (disease))
349 {
319 set_owner(new_disease,disease->owner); 350 set_owner (new_disease, disease->owner);
320 351
321 /* Only need to update skill if different */ 352 /* Only need to update skill if different */
322 if (new_disease->skill != disease->skill) { 353 if (new_disease->skill != disease->skill)
323 if (new_disease->skill) free_string(new_disease->skill); 354 new_disease->skill = disease->skill;
324 if (disease->skill) new_disease->skill = add_refcount(disease->skill);
325 }
326 } 355 }
356 else
327 else { /* for diseases which are passed by hitting, set owner and praying skill*/ 357 { /* for diseases which are passed by hitting, set owner and praying skill */
328 if(disease->env && disease->env->type==PLAYER) { 358 if (disease->env && disease->env->type == PLAYER)
359 {
329 object *player = disease->env; 360 object *player = disease->env;
330 361
331 set_owner(new_disease,player); 362 set_owner (new_disease, player);
363
332 /* the skill pointer for these diseases should already be set up - 364 /* the skill pointer for these diseases should already be set up -
333 * hardcoding in 'praying' is not the right approach. 365 * hardcoding in 'praying' is not the right approach.
334 */ 366 */
335 } 367 }
336 } 368 }
337 369
338 insert_ob_in_ob(new_disease,victim); 370 insert_ob_in_ob (new_disease, victim);
339 /* This appears to be a horrible case of overloading 'NO_PASS' 371 /* This appears to be a horrible case of overloading 'NO_PASS'
340 * for meaning in the diseases. 372 * for meaning in the diseases.
341 */ 373 */
342 new_disease->move_block = 0; 374 new_disease->move_block = 0;
343 if(new_disease->owner && new_disease->owner->type==PLAYER) { 375 if (new_disease->owner && new_disease->owner->type == PLAYER)
376 {
344 char buf[128]; 377 char buf[128];
378
345 /* if the disease has a title, it has a special infection message 379 /* if the disease has a title, it has a special infection message
346 * This messages is printed in the form MESSAGE victim 380 * This messages is printed in the form MESSAGE victim
347 */ 381 */
348 if(new_disease->title) 382 if (new_disease->title)
349 sprintf(buf,"%s %s!!",disease->title,victim->name); 383 sprintf (buf, "%s %s!!", &disease->title, &victim->name);
350 else 384 else
351 sprintf(buf,"You infect %s with your disease, %s!",victim->name,new_disease->name); 385 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name);
352 386
353 if(victim->type == PLAYER) 387 if (victim->type == PLAYER)
354 new_draw_info(NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 388 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
355 else 389 else
356 new_draw_info(0, 4, new_disease->owner, buf); 390 new_draw_info (0, 4, new_disease->owner, buf);
357 } 391 }
358 if(victim->type==PLAYER) 392 if (victim->type == PLAYER)
359 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,"You suddenly feel ill."); 393 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
360 394
361 return 1; 395 return 1;
362 396
363} 397}
364 398
365 399
366 400
367/* this function monitors the symptoms caused by the disease (if any), 401/* this function monitors the symptoms caused by the disease (if any),
368causes symptoms, and modifies existing symptoms in the case of 402causes symptoms, and modifies existing symptoms in the case of
369existing diseases. */ 403existing diseases. */
370 404
405int
371int do_symptoms(object *disease) { 406do_symptoms (object *disease)
407{
372 object *symptom; 408 object *symptom;
373 object *victim; 409 object *victim;
374 object *tmp; 410 object *tmp;
411
375 victim = disease->env; 412 victim = disease->env;
376 413
377 /* This is a quick hack - for whatever reason, disease->env will point 414 /* This is a quick hack - for whatever reason, disease->env will point
378 * back to disease, causing endless loops. Why this happens really needs 415 * back to disease, causing endless loops. Why this happens really needs
379 * to be found, but this should at least prevent the infinite loops. 416 * to be found, but this should at least prevent the infinite loops.
380 */ 417 */
381 418
382 if(victim == NULL || victim==disease) 419 if (victim == NULL || victim == disease)
383 return 0;/* no-one to inflict symptoms on */ 420 return 0; /* no-one to inflict symptoms on */
384 421
385 symptom = find_symptom(disease); 422 symptom = find_symptom (disease);
386 if(symptom==NULL) { 423 if (symptom == NULL)
424 {
387 /* no symptom? need to generate one! */ 425 /* no symptom? need to generate one! */
388 object *new_symptom; 426 object *new_symptom;
389 427
390 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ 428 /* 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; 429 if (!is_susceptible_to_disease (victim, disease))
430 return 0;
392 431
393 /* check for an actual immunity */ 432 /* check for an actual immunity */
394 /* do an immunity check */ 433 /* do an immunity check */
434 if (victim->head)
395 if(victim->head) tmp = victim->head->inv; 435 tmp = victim->head->inv;
436 else
396 else tmp = victim->inv; 437 tmp = victim->inv;
397 438
398 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { 439 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below)
440 {
399 if(tmp->type == SIGN) /* possibly an immunity, or diseased*/ 441 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
400 if(!strcmp(tmp->name,disease->name) && tmp->level >= disease->level) 442 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level)
401 return 0; /*Immune! */ 443 return 0; /*Immune! */
402 } 444 }
403 445
404 new_symptom = get_archetype(ARCH_SYMPTOM); 446 new_symptom = get_archetype (ARCH_SYMPTOM);
405 447
406 /* Something special done with dam. We want diseases to be more 448 /* 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 449 * 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. 450 * do random, note, this has a weird effect with progressive diseases.
409 */ 451 */
410 if(disease->stats.dam != 0) { 452 if (disease->stats.dam != 0)
453 {
411 int dam = disease->stats.dam; 454 int dam = disease->stats.dam;
412 455
413 /* reduce the damage, on average, 50%, and making things random. */ 456 /* reduce the damage, on average, 50%, and making things random. */
414 457
415 dam = random_roll(1, FABS(dam), victim, PREFER_LOW); 458 dam = random_roll (1, FABS (dam), victim, PREFER_LOW);
416 if(disease->stats.dam < 0) dam = -dam; 459 if (disease->stats.dam < 0)
460 dam = -dam;
417 new_symptom->stats.dam = dam; 461 new_symptom->stats.dam = dam;
418 } 462 }
419 463
420 464
421 new_symptom->stats.maxsp = disease->stats.maxsp; 465 new_symptom->stats.maxsp = disease->stats.maxsp;
422 new_symptom->stats.food = new_symptom->stats.maxgrace; 466 new_symptom->stats.food = new_symptom->stats.maxgrace;
423 467
424 FREE_AND_COPY(new_symptom->name, disease->name); 468 new_symptom->name = new_symptom->name_pl = disease->name;
425 FREE_AND_COPY(new_symptom->name_pl, disease->name); 469
426 new_symptom->level = disease->level; 470 new_symptom->level = disease->level;
427 new_symptom->speed = disease->speed; 471 new_symptom->speed = disease->speed;
428 new_symptom->value = 0; 472 new_symptom->value = 0;
429 new_symptom->stats.Str =disease->stats.Str; 473 new_symptom->stats.Str = disease->stats.Str;
430 new_symptom->stats.Dex = disease->stats.Dex; 474 new_symptom->stats.Dex = disease->stats.Dex;
431 new_symptom->stats.Con = disease->stats.Con; 475 new_symptom->stats.Con = disease->stats.Con;
432 new_symptom->stats.Wis = disease->stats.Wis; 476 new_symptom->stats.Wis = disease->stats.Wis;
433 new_symptom->stats.Int = disease->stats.Int; 477 new_symptom->stats.Int = disease->stats.Int;
434 new_symptom->stats.Pow = disease->stats.Pow; 478 new_symptom->stats.Pow = disease->stats.Pow;
435 new_symptom->stats.Cha = disease->stats.Cha; 479 new_symptom->stats.Cha = disease->stats.Cha;
436 new_symptom->stats.sp = disease->stats.sp; 480 new_symptom->stats.sp = disease->stats.sp;
437 new_symptom->stats.food =disease->last_eat; 481 new_symptom->stats.food = disease->last_eat;
438 new_symptom->stats.maxsp = disease->stats.maxsp; 482 new_symptom->stats.maxsp = disease->stats.maxsp;
439 new_symptom->last_sp = disease->last_sp; 483 new_symptom->last_sp = disease->last_sp;
440 new_symptom->stats.exp = 0; 484 new_symptom->stats.exp = 0;
441 new_symptom->stats.hp = disease->stats.hp; 485 new_symptom->stats.hp = disease->stats.hp;
442 new_symptom->msg = add_string(disease->msg); 486 new_symptom->msg = disease->msg;
443 new_symptom->attacktype = disease->attacktype; 487 new_symptom->attacktype = disease->attacktype;
444 new_symptom->other_arch = disease->other_arch; 488 new_symptom->other_arch = disease->other_arch;
445 489
446 set_owner(new_symptom,disease->owner); 490 set_owner (new_symptom, disease->owner);
491
447 if (new_symptom->skill != disease->skill) { 492 if (new_symptom->skill != disease->skill)
448 if (new_symptom->skill) free_string(new_symptom->skill); 493 new_symptom->skill = disease->skill;
449 if (disease->skill) new_symptom->skill = add_refcount(disease->skill); 494
450 }
451 new_symptom->move_block=0; 495 new_symptom->move_block = 0;
452 insert_ob_in_ob(new_symptom,victim); 496 insert_ob_in_ob (new_symptom, victim);
453 return 1; 497 return 1;
454 } 498 }
455 499
456 /* now deal with progressing diseases: we increase the debility 500 /* now deal with progressing diseases: we increase the debility
457 * caused by the symptoms. 501 * caused by the symptoms.
458 */ 502 */
459 503
460 if(disease->stats.ac!=0) { 504 if (disease->stats.ac != 0)
505 {
461 float scale; 506 float scale;
462 507
463 symptom->value += disease->stats.ac; 508 symptom->value += disease->stats.ac;
464 scale = 1.0 + symptom->value/100.0; 509 scale = 1.0 + symptom->value / 100.0;
465 /* now rescale all the debilities */ 510 /* now rescale all the debilities */
466 symptom->stats.Str = (int) (scale*disease->stats.Str); 511 symptom->stats.Str = (int) (scale * disease->stats.Str);
467 symptom->stats.Dex = (int) (scale*disease->stats.Dex); 512 symptom->stats.Dex = (int) (scale * disease->stats.Dex);
468 symptom->stats.Con = (int) (scale*disease->stats.Con); 513 symptom->stats.Con = (int) (scale * disease->stats.Con);
469 symptom->stats.Wis = (int) (scale*disease->stats.Wis); 514 symptom->stats.Wis = (int) (scale * disease->stats.Wis);
470 symptom->stats.Int = (int) (scale*disease->stats.Int); 515 symptom->stats.Int = (int) (scale * disease->stats.Int);
471 symptom->stats.Pow = (int) (scale*disease->stats.Pow); 516 symptom->stats.Pow = (int) (scale * disease->stats.Pow);
472 symptom->stats.Cha = (int) (scale*disease->stats.Cha); 517 symptom->stats.Cha = (int) (scale * disease->stats.Cha);
473 symptom->stats.dam = (int) (scale*disease->stats.dam); 518 symptom->stats.dam = (int) (scale * disease->stats.dam);
474 symptom->stats.sp = (int) (scale*disease->stats.sp); 519 symptom->stats.sp = (int) (scale * disease->stats.sp);
475 symptom->stats.food = (int) (scale*disease->last_eat); 520 symptom->stats.food = (int) (scale * disease->last_eat);
476 symptom->stats.maxsp = (int) (scale*disease->stats.maxsp); 521 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp);
477 symptom->last_sp = (int) (scale*disease->last_sp); 522 symptom->last_sp = (int) (scale * disease->last_sp);
478 symptom->stats.exp = 0; 523 symptom->stats.exp = 0;
479 symptom->stats.hp = (int) (scale*disease->stats.hp); 524 symptom->stats.hp = (int) (scale * disease->stats.hp);
480 symptom->msg = add_string(disease->msg); 525 symptom->msg = disease->msg;
481 symptom->attacktype = disease->attacktype; 526 symptom->attacktype = disease->attacktype;
482 symptom->other_arch = disease->other_arch; 527 symptom->other_arch = disease->other_arch;
483 } 528 }
484 SET_FLAG(symptom,FLAG_APPLIED); 529 SET_FLAG (symptom, FLAG_APPLIED);
485 fix_player(victim); 530 fix_player (victim);
486 return 1; 531 return 1;
487} 532}
488 533
489 534
490/* grants immunity to plagues we've seen before. */ 535/* grants immunity to plagues we've seen before. */
536int
491int grant_immunity(object *disease) { 537grant_immunity (object *disease)
538{
492 object * immunity; 539 object *immunity;
493 object *walk; 540 object *walk;
541
494 /* Don't give immunity to this disease if last_heal is set. */ 542 /* Don't give immunity to this disease if last_heal is set. */
495 if(disease->last_heal) return 0; 543 if (disease->last_heal)
544 return 0;
496 /* first, search for an immunity of the same name */ 545 /* first, search for an immunity of the same name */
497 for(walk=disease->env->inv;walk;walk=walk->below) { 546 for (walk = disease->env->inv; walk; walk = walk->below)
547 {
498 if(walk->type==98 && !strcmp(disease->name,walk->name)) { 548 if (walk->type == 98 && !strcmp (disease->name, walk->name))
549 {
499 walk->level = disease->level; 550 walk->level = disease->level;
500 return 1; /* just update the existing immunity. */ 551 return 1; /* just update the existing immunity. */
501 } 552 }
502 } 553 }
503 immunity = get_archetype("immunity"); 554 immunity = get_archetype ("immunity");
504 immunity->name = add_string(disease->name); 555 immunity->name = disease->name;
505 immunity->level = disease->level; 556 immunity->level = disease->level;
506 immunity->move_block = 0; 557 immunity->move_block = 0;
507 insert_ob_in_ob(immunity,disease->env); 558 insert_ob_in_ob (immunity, disease->env);
508 return 1; 559 return 1;
509 560
510} 561}
511 562
512 563
513/* make the symptom do the nasty things it does */ 564/* make the symptom do the nasty things it does */
514 565
566int
515int move_symptom(object *symptom) { 567move_symptom (object *symptom)
568{
516 object *victim = symptom->env; 569 object *victim = symptom->env;
517 object *new_ob; 570 object *new_ob;
518 int sp_reduce; 571 int sp_reduce;
519 572
520 if(victim == NULL || victim->map==NULL) { /* outside a monster/player, die immediately */ 573 if (victim == NULL || victim->map == NULL)
521 remove_ob(symptom); 574 { /* outside a monster/player, die immediately */
522 free_object(symptom); 575 symptom->destroy ();
523 return 0; 576 return 0;
524 } 577 }
525 578
579 if (symptom->stats.dam > 0)
526 if(symptom->stats.dam > 0) hit_player(victim,symptom->stats.dam,symptom,symptom->attacktype,1); 580 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
581 else
527 else hit_player(victim,(int) MAX(1,-victim->stats.maxhp * symptom->stats.dam / 100.0),symptom,symptom->attacktype,1); 582 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
528 583
529 if(symptom->stats.maxsp>0) sp_reduce = symptom->stats.maxsp; 584 if (symptom->stats.maxsp > 0)
585 sp_reduce = symptom->stats.maxsp;
586 else
530 else sp_reduce = (int) MAX(1,victim->stats.maxsp * symptom->stats.maxsp/100.0); 587 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
531 victim->stats.sp = MAX(0,victim->stats.sp - sp_reduce); 588 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
532 589
533 /* create the symptom "other arch" object and drop it here 590 /* create the symptom "other arch" object and drop it here
534 * under every part of the monster 591 * under every part of the monster
535 * The victim may well have died. 592 * The victim may well have died.
536 */ 593 */
537 594
538 if(victim->map==NULL) return 0; 595 if (victim->map == NULL)
596 return 0;
539 if(symptom->other_arch) { 597 if (symptom->other_arch)
598 {
540 object *tmp; 599 object *tmp;
600
541 tmp=victim; 601 tmp = victim;
542 if(tmp->head!=NULL) tmp=tmp->head; 602 if (tmp->head != NULL)
603 tmp = tmp->head;
543 for(/*tmp initialized above */;tmp!=NULL;tmp=tmp->more) { 604 for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more)
605 {
544 new_ob = arch_to_object(symptom->other_arch); 606 new_ob = arch_to_object (symptom->other_arch);
545 new_ob->x = tmp->x; 607 new_ob->x = tmp->x;
546 new_ob->y = tmp->y; 608 new_ob->y = tmp->y;
547 new_ob->map = victim->map; 609 new_ob->map = victim->map;
548 insert_ob_in_map(new_ob,victim->map,victim,0); 610 insert_ob_in_map (new_ob, victim->map, victim, 0);
549 } 611 }
550 } 612 }
551 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,symptom->msg); 613 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
552 614
553 return 1; 615 return 1;
554} 616}
555 617
556 618
557/* possibly infect due to direct physical contact 619/* possibly infect due to direct physical contact
558 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 620 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
559 621
622int
560int check_physically_infect(object *victim, object *hitter) { 623check_physically_infect (object *victim, object *hitter)
624{
561 object *walk; 625 object *walk;
626
562 /* search for diseases, give every disease a chance to infect */ 627 /* search for diseases, give every disease a chance to infect */
563 for(walk=hitter->inv;walk!=NULL;walk=walk->below) 628 for (walk = hitter->inv; walk != NULL; walk = walk->below)
564 if(walk->type==DISEASE) infect_object(victim,walk,0); 629 if (walk->type == DISEASE)
630 infect_object (victim, walk, 0);
565 return 1; 631 return 1;
566} 632}
567 633
568/* find a disease in someone*/ 634/* find a disease in someone*/
635object *
569object *find_disease(object *victim) { 636find_disease (object *victim)
637{
570 object *walk; 638 object *walk;
639
571 for(walk=victim->inv;walk;walk=walk->below) 640 for (walk = victim->inv; walk; walk = walk->below)
572 if(walk->type==DISEASE) return walk; 641 if (walk->type == DISEASE)
642 return walk;
573 return NULL; 643 return NULL;
574} 644}
575 645
576/* do the cure disease stuff, from the spell "cure disease" */ 646/* do the cure disease stuff, from the spell "cure disease" */
577 647
648int
578int cure_disease(object *sufferer,object *caster) { 649cure_disease (object *sufferer, object *caster)
650{
579 object *disease, *next; 651 object *disease, *next;
580 int casting_level; 652 int casting_level;
581 int cure=0; 653 int cure = 0;
582 654
655 if (caster)
583 if(caster) casting_level = caster->level; 656 casting_level = caster->level;
657 else
584 else casting_level = 1000; /* if null caster, CURE all. */ 658 casting_level = 1000; /* if null caster, CURE all. */
585 659
586 for(disease=sufferer->inv;disease;disease=next) { 660 for (disease = sufferer->inv; disease; disease = next)
661 {
587 next=disease->below; 662 next = disease->below;
588 663
589 if(disease->type==DISEASE) { /* attempt to cure this disease */ 664 if (disease->type == DISEASE)
665 { /* attempt to cure this disease */
590 /* If caster lvel is higher than disease level, cure chance 666 /* If caster lvel is higher than disease level, cure chance
591 * is automatic. If lower, then the chance is basically 667 * is automatic. If lower, then the chance is basically
592 * 1 in level_diff - if there is a 5 level difference, chance 668 * 1 in level_diff - if there is a 5 level difference, chance
593 * is 1 in 5. 669 * is 1 in 5.
594 */ 670 */
595 if ((casting_level >= disease->level) || 671 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), 672 {
597 caster, PREFER_LOW) ))) {
598 673
599 remove_symptoms(disease); 674 remove_symptoms (disease);
600 remove_ob(disease);
601 cure=1; 675 cure = 1;
602 if(caster) change_exp(caster,disease->stats.exp, 676
603 caster->chosen_skill?caster->chosen_skill->skill:NULL, 0); 677 if (caster)
604 free_object(disease); 678 change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0);
679
680 disease->destroy ();
605 } 681 }
606 } 682 }
607 } 683 }
608 if (cure) { 684 if (cure)
685 {
609 /* Only draw these messages once */ 686 /* Only draw these messages once */
610 if (caster) 687 if (caster)
611 new_draw_info_format(NDI_UNIQUE,0,caster,"You cure a disease!"); 688 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
612 new_draw_info(NDI_UNIQUE,0,sufferer,"You no longer feel diseased."); 689 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
613 } 690 }
614 return 1; 691 return 1;
615} 692}
616 693
617/* reduces disease progression: reduce_symptoms 694/* reduces disease progression: reduce_symptoms
618 * return true if we actually reduce a disease. 695 * return true if we actually reduce a disease.
619 */ 696 */
620 697
698int
621int reduce_symptoms(object *sufferer, int reduction) { 699reduce_symptoms (object *sufferer, int reduction)
700{
622 object *walk; 701 object *walk;
623 int success=0; 702 int success = 0;
624 703
625 for(walk=sufferer->inv;walk;walk=walk->below) { 704 for (walk = sufferer->inv; walk; walk = walk->below)
705 {
626 if(walk->type==SYMPTOM) { 706 if (walk->type == SYMPTOM)
707 {
627 if(walk->value > 0) { 708 if (walk->value > 0)
709 {
628 success=1; 710 success = 1;
629 walk->value = MAX(0,walk->value - 2*reduction); 711 walk->value = MAX (0, walk->value - 2 * reduction);
630 /* give the disease time to modify this symptom, 712 /* give the disease time to modify this symptom,
631 * and reduce its severity. */ 713 * and reduce its severity. */
632 walk->speed_left = 0; 714 walk->speed_left = 0;
633 } 715 }
634 } 716 }
635 } 717 }
636 if (success) 718 if (success)
637 new_draw_info(NDI_UNIQUE,0,sufferer,"Your illness seems less severe."); 719 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
638 return success; 720 return success;
639} 721}
640

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