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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.31 by root, Tue Aug 7 22:57:57 2007 UTC

1/* 1/*
2 * static char *rcsid_disease_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: disease.C,v 1.1 2006/08/13 17:16:04 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
4 */ 22 */
5/*
6 CrossFire, A Multiplayer game for X-windows
7 23
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26*/
27
28/* This file contains all the code implementing diseases, 24/* This file contains all the code implementing diseases,
29 except for odds and ends in attack.c and in 25 * except for odds and ends in attack.c and in
30 living.c*/ 26 * living.c
31 27 */
32
33 28
34/* 29/*
35 30
36For DISEASES: 31For DISEASES:
37Stat Property Definition 32Stat Property Definition
38 33
39attacktype Attack effects Attacktype of the disease. usu. AT_GODPOWER. 34attacktype Attack effects Attacktype of the disease. usu. AT_GODPOWER.
40other_arch Creation object created and dropped when symptom moved. 35other_arch Creation object created and dropped when symptom moved.
41title Message When the "disease" "infects" something, it will 36title Message When the "disease" "infects" something, it will
42 print "title victim!!!" to the player who owns 37 print "title victim!!!" to the player who owns
43 the "disease". 38 the "disease".
44wc+ Infectiousness How well the plague spreads person-to-person 39wc+ Infectiousness How well the plague spreads person-to-person
45magic+ Range range of infection 40magic+ Range range of infection
46Stats* Disability What stats are reduced by the disease (str con...) 41Stats* Disability What stats are reduced by the disease (str con...)
47maxhp+ Persistence How long the disease can last OUTSIDE the host. 42maxhp+ Persistence How long the disease can last OUTSIDE the host.
48value TimeLeft Counter for persistence 43value TimeLeft Counter for persistence
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
143 136
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/* check if victim is susceptible to disease. */
143static int
150static int is_susceptible_to_disease(object *victim, object *disease) 144is_susceptible_to_disease (object *victim, object *disease)
151{ 145{
152 if(!QUERY_FLAG(victim,FLAG_ALIVE)) return 0; 146 if (!QUERY_FLAG (victim, FLAG_ALIVE))
153
154 if(strstr(disease->race, "*") && !QUERY_FLAG(victim, FLAG_UNDEAD))
155 return 1;
156
157 if((disease->race == undead_name) && QUERY_FLAG(victim, FLAG_UNDEAD))
158 return 1;
159
160 if((victim->race && strstr(disease->race, victim->race)) ||
161 strstr(disease->race, victim->name))
162 return 1;
163
164 return 0; 147 return 0;
165}
166 148
149 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
150 return 1;
151
152 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
153 return 1;
154
155 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
156 return 1;
157
158 return 0;
159}
160
161int
167int move_disease(object *disease) { 162move_disease (object *disease)
163{
168 /* first task is to determine if the disease is inside or outside of someone. 164 /* first task is to determine if the disease is inside or outside of someone.
169 * If outside, we decrement 'value' until we're gone. 165 * If outside, we decrement 'value' until we're gone.
170 */ 166 */
171 167
172 if(disease->env==NULL) { /* we're outside of someone */ 168 if (!disease->env)
173 if ( disease->stats.maxhp > 0 ) disease->value--; 169 { /* we're outside of someone */
174 if(disease->value==0) { 170 if (disease->stats.maxhp > 0)
175 remove_ob(disease); 171 disease->value--;
176 free_object(disease); 172
173 if (!disease->value)
174 {
175 disease->destroy ();
177 return 1; 176 return 1;
178 } 177 }
179 } else { 178 }
179 else
180 {
180 /* if we're inside a person, have the disease run its course */ 181 /* if we're inside a person, have the disease run its course */
181 /* negative foods denote "perpetual" diseases. */ 182 /* negative/zero food denotes "perpetual" diseases. */
182 if(disease->stats.food>0) { 183 if (disease->stats.food > 0)
184 {
183 disease->stats.food--; 185 disease->stats.food--;
186
184 if (disease->stats.food==0) { 187 if (!disease->stats.food)
188 {
185 remove_symptoms(disease); /* remove the symptoms of this disease */ 189 remove_symptoms (disease); /* remove the symptoms of this disease */
186 grant_immunity(disease); 190 grant_immunity (disease);
187 remove_ob(disease); 191 disease->destroy ();
188 free_object(disease); 192 return 1;
189 return 1; 193 }
194 }
190 } 195 }
191 } 196
192 }
193 /* check to see if we infect others */ 197 /* check to see if we infect others */
194 check_infection(disease); 198 check_infection (disease);
195 199
196 /* impose or modify the symptoms of the disease */ 200 /* impose or modify the symptoms of the disease */
197 if(disease->env && is_susceptible_to_disease(disease->env, disease)) 201 if (disease->env && is_susceptible_to_disease (disease->env, disease))
198 do_symptoms(disease); 202 do_symptoms (disease);
199 203
200 return 0; 204 return 0;
201} 205}
202 206
203/* remove any symptoms of disease 207/* remove any symptoms of disease
204 * Modified by MSW 2003-03-28 do try to find all the symptom the 208 * Modified by MSW 2003-03-28 do try to find all the symptom the
205 * player may have - I think through some odd interactoins with 209 * player may have - I think through some odd interactoins with
206 * disease level and player level and whatnot, a player could get 210 * disease level and player level and whatnot, a player could get
207 * more than one symtpom to a disease. 211 * more than one symtpom to a disease.
208 */ 212 */
209 213
214int
210int remove_symptoms(object *disease) { 215remove_symptoms (object *disease)
216{
211 object *symptom, *victim=NULL; 217 object *symptom, *victim = NULL;
212 218
213 while ((symptom = find_symptom(disease)) != NULL) { 219 while ((symptom = find_symptom (disease)) != NULL)
214 if (!victim) victim=symptom->env;
215 remove_ob(symptom);
216 free_object(symptom);
217 } 220 {
218 if(victim) fix_player(victim); 221 if (!victim)
222 victim = symptom->env;
223
224 symptom->destroy ();
225 }
226
227 if (victim)
228 victim->update_stats ();
229
230 return 0;
231}
232
233/* argument is a disease */
234object *
235find_symptom (object *disease)
236{
237 object *walk;
238
239 /* check the inventory for symptoms */
240 for (walk = disease->env->inv; walk; walk = walk->below)
241 if (walk->name == disease->name && walk->type == SYMPTOM)
242 return walk;
243
244 return NULL;
245}
246
247/* searches around for more victims to infect */
248int
249check_infection (object *disease)
250{
251 int x, y, range, mflags;
252 maptile *map, *map2;
253 object *tmp;
254
255 range = abs (disease->magic);
256
257 if (disease->env)
258 {
259 x = disease->env->x;
260 y = disease->env->y;
261 map = disease->env->map;
262 }
263 else
264 {
265 x = disease->x;
266 y = disease->y;
267 map = disease->map;
268 }
269
270 if (!map)
219 return 0; 271 return 0;
220}
221 272
222/* argument is a disease */ 273 for (int i = x - range; i <= x + range; i++)
223object * find_symptom(object *disease) { 274 for (int j = y - range; j <= y + range; j++)
224 object *walk; 275 {
225
226 /* check the inventory for symptoms */
227 for(walk=disease->env->inv;walk;walk = walk->below)
228 if(!strcmp(walk->name,disease->name)&&walk->type==SYMPTOM) return walk;
229 return NULL;
230}
231
232/* searches around for more victims to infect */
233int check_infection(object *disease) {
234 int x,y,range, mflags;
235 mapstruct *map, *map2;
236 object *tmp;
237 sint16 i, j, i2, j2; 276 sint16 i2, j2;
238
239 range = abs(disease->magic);
240 if(disease->env) {
241 x = disease->env->x;
242 y = disease->env->y;
243 map=disease->env->map;
244 }
245 else {
246 x = disease->x;
247 y = disease->y;
248 map = disease->map;
249 }
250
251 if(map == NULL) return 0;
252 for(i=x-range;i<=x+range;i++) {
253 for(j=y-range;j<=y+range;j++) {
254 mflags = get_map_flags(map,&map2, i,j, &i2, &j2); 277 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
278
255 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) { 279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
256 for(tmp=get_map_ob(map2,i2,j2);tmp;tmp=tmp->above) { 280 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above)
257 infect_object(tmp,disease,0); 281 infect_object (tmp, disease, 0);
258 }
259 }
260 }
261 } 282 }
283
262 return 1; 284 return 1;
263} 285}
264 286
265 287
266/* check to see if an object is infectable: 288/* check to see if an object is infectable:
267 * objects with immunity aren't infectable. 289 * objects with immunity aren't infectable.
268 * objects already infected aren't infectable. 290 * objects already infected aren't infectable.
269 * dead objects aren't infectable. 291 * dead objects aren't infectable.
270 * undead objects are infectible only if specifically named. 292 * undead objects are infectible only if specifically named.
271*/ 293*/
294int
272int infect_object(object *victim, object *disease, int force) { 295infect_object (object *victim, object *disease, int force)
296{
273 object *tmp; 297 object *tmp;
274 object *new_disease; 298 object *new_disease;
275 299
276 /* don't infect inanimate objects */ 300 /* don't infect inanimate objects */
277 if(!QUERY_FLAG(victim,FLAG_MONSTER) && !(victim->type==PLAYER)) return 0; 301 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
302 return 0;
278 303
279 /* check and see if victim can catch disease: diseases 304 /* check and see if victim can catch disease: diseases
280 * are specific 305 * are specific
281 */ 306 */
282 if(!is_susceptible_to_disease(victim, disease)) return 0; 307 if (!is_susceptible_to_disease (victim, disease))
308 return 0;
283 309
284 /* roll the dice on infection before doing the inventory check! */ 310 /* roll the dice on infection before doing the inventory check! */
285 if(!force && (random_roll(0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) 311 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
286 return 0; 312 return 0;
287 313
288 /* do an immunity check */ 314 /* do an immunity check */
315 if (victim->head)
289 if(victim->head) tmp = victim->head->inv; 316 tmp = victim->head->inv;
317 else
290 else tmp = victim->inv; 318 tmp = victim->inv;
291 319
292 /* There used to (IMO) be a flaw in the below - it used to be the case 320 /* 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 321 * 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 322 * 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 323 * (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 324 * they were cast in that same order. Instead, change it so that
297 * if you diseased, you can't get diseased more. 325 * if you diseased, you can't get diseased more.
298 */ 326 */
299 327
300 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { 328 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
329 {
301 if(tmp->type == SIGN && !strcmp(tmp->name,disease->name) && tmp->level >= disease->level) 330 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
302 return 0; /*Immune! */ 331 return 0; /* Immune! */
303 else if (tmp->type==DISEASE && !strcmp(tmp->name,disease->name)) 332 else if (tmp->type == DISEASE && tmp->name == disease->name)
304 return 0; /* already diseased */ 333 return 0; /* already diseased */
305 } 334 }
306 335
307 /* If we've gotten this far, go ahead and infect the victim. */ 336 /* If we've gotten this far, go ahead and infect the victim. */
308 new_disease = get_object(); 337 new_disease = disease->clone ();
309 copy_object(disease,new_disease);
310 new_disease->stats.food=disease->stats.maxgrace; 338 new_disease->stats.food = disease->stats.maxgrace;
311 new_disease->value=disease->stats.maxhp; 339 new_disease->value = disease->stats.maxhp;
312 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 340 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
313 341
314 /* Unfortunately, set_owner does the wrong thing to the skills pointers 342 /* Unfortunately, set_owner does the wrong thing to the skills pointers
315 * resulting in exp going into the owners *current* chosen skill. 343 * resulting in exp going into the owners *current* chosen skill.
316 */ 344 */
317 345
318 if(get_owner(disease)) { 346 if (disease->owner)
319 set_owner(new_disease,disease->owner); 347 {
348 new_disease->set_owner (disease->owner);
320 349
321 /* Only need to update skill if different */ 350 /* Only need to update skill if different */
322 if (new_disease->skill != disease->skill) { 351 if (new_disease->skill != disease->skill)
323 if (new_disease->skill) free_string(new_disease->skill); 352 new_disease->skill = disease->skill;
324 if (disease->skill) new_disease->skill = add_refcount(disease->skill);
325 }
326 } 353 }
354 else
327 else { /* for diseases which are passed by hitting, set owner and praying skill*/ 355 { /* for diseases which are passed by hitting, set owner and praying skill */
328 if(disease->env && disease->env->type==PLAYER) { 356 if (disease->env && disease->env->type == PLAYER)
357 {
329 object *player = disease->env; 358 object *player = disease->env;
330 359
331 set_owner(new_disease,player); 360 new_disease->set_owner (player);
361
332 /* the skill pointer for these diseases should already be set up - 362 /* the skill pointer for these diseases should already be set up -
333 * hardcoding in 'praying' is not the right approach. 363 * hardcoding in 'praying' is not the right approach.
334 */ 364 */
335 } 365 }
336 } 366 }
337 367
338 insert_ob_in_ob(new_disease,victim); 368 insert_ob_in_ob (new_disease, victim->head_ ());
339 /* This appears to be a horrible case of overloading 'NO_PASS' 369 /* This appears to be a horrible case of overloading 'NO_PASS'
340 * for meaning in the diseases. 370 * for meaning in the diseases.
341 */ 371 */
342 new_disease->move_block = 0; 372 new_disease->move_block = 0;
343 if(new_disease->owner && new_disease->owner->type==PLAYER) { 373 if (new_disease->owner && new_disease->owner->type == PLAYER)
374 {
344 char buf[128]; 375 char buf[128];
376
345 /* if the disease has a title, it has a special infection message 377 /* if the disease has a title, it has a special infection message
346 * This messages is printed in the form MESSAGE victim 378 * This messages is printed in the form MESSAGE victim
347 */ 379 */
348 if(new_disease->title) 380 if (new_disease->title)
349 sprintf(buf,"%s %s!!",disease->title,victim->name); 381 sprintf (buf, "%s %s!!", &disease->title, &victim->name);
350 else 382 else
351 sprintf(buf,"You infect %s with your disease, %s!",victim->name,new_disease->name); 383 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name);
352 384
353 if(victim->type == PLAYER) 385 if (victim->type == PLAYER)
354 new_draw_info(NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 386 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
355 else 387 else
356 new_draw_info(0, 4, new_disease->owner, buf); 388 new_draw_info (0, 4, new_disease->owner, buf);
357 } 389 }
390
358 if(victim->type==PLAYER) 391 if (victim->type == PLAYER)
359 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,"You suddenly feel ill."); 392 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
360 393
361 return 1; 394 return 1;
362 395
363} 396}
364
365
366 397
367/* this function monitors the symptoms caused by the disease (if any), 398/* this function monitors the symptoms caused by the disease (if any),
368causes symptoms, and modifies existing symptoms in the case of 399causes symptoms, and modifies existing symptoms in the case of
369existing diseases. */ 400existing diseases. */
370 401int
371int do_symptoms(object *disease) { 402do_symptoms (object *disease)
403{
372 object *symptom; 404 object *symptom;
373 object *victim; 405 object *victim;
374 object *tmp; 406 object *tmp;
407
375 victim = disease->env; 408 victim = disease->env;
376 409
410 if (!victim)
411 return 0; /* no-one to inflict symptoms on */
412
377 /* This is a quick hack - for whatever reason, disease->env will point 413 /* This is a quick hack - for whatever reason, disease->env will point
378 * back to disease, causing endless loops. Why this happens really needs 414 * back to disease, causing endless loops. Why this happens really needs
379 * to be found, but this should at least prevent the infinite loops. 415 * to be found, but this should at least prevent the infinite loops.
380 */ 416 */
417 //TODO: should no longer be the case, monitor, and remove
418 if (victim == disease)
419 {
420 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
421 return 0;
422 }
381 423
382 if(victim == NULL || victim==disease)
383 return 0;/* no-one to inflict symptoms on */
384
385 symptom = find_symptom(disease); 424 symptom = find_symptom (disease);
386 if(symptom==NULL) { 425 if (!symptom)
426 {
387 /* no symptom? need to generate one! */ 427 /* no symptom? need to generate one! */
388 object *new_symptom; 428 object *new_symptom;
389 429
390 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ 430 /* 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; 431 if (!is_susceptible_to_disease (victim, disease))
432 return 0;
392 433
393 /* check for an actual immunity */ 434 /* check for an actual immunity */
394 /* do an immunity check */ 435 /* do an immunity check */
395 if(victim->head) tmp = victim->head->inv; 436 if (victim->head)
437 tmp = victim->head->inv;
438 else
396 else tmp = victim->inv; 439 tmp = victim->inv;
397 440
398 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { 441 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
399 if(tmp->type == SIGN) /* possibly an immunity, or diseased*/ 442 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
400 if(!strcmp(tmp->name,disease->name) && tmp->level >= disease->level) 443 if (tmp->name == disease->name && tmp->level >= disease->level)
401 return 0; /*Immune! */ 444 return 0; /*Immune! */
402 }
403
404 new_symptom = get_archetype(ARCH_SYMPTOM);
405 445
446 new_symptom = get_archetype ("symptom");
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, abs (dam), victim, PREFER_LOW);
416 if(disease->stats.dam < 0) dam = -dam; 459 if (disease->stats.dam < 0)
460 dam = -dam;
461
417 new_symptom->stats.dam = dam; 462 new_symptom->stats.dam = dam;
418 } 463 }
419 464
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; 465 new_symptom->stats.maxsp = disease->stats.maxsp;
466 new_symptom->stats.food = new_symptom->stats.maxgrace;
467
468 new_symptom->name = new_symptom->name_pl = disease->name;
469
470 new_symptom->level = disease->level;
471 new_symptom->speed = disease->speed;
472 new_symptom->value = 0;
473
474 for (int i = 0; i < NUM_STATS; ++i)
475 new_symptom->stats.stat (i) = disease->stats.stat (i);
476
477 new_symptom->stats.sp = disease->stats.sp;
478 new_symptom->stats.food = disease->last_eat;
479 new_symptom->stats.maxsp = disease->stats.maxsp;
439 new_symptom->last_sp = disease->last_sp; 480 new_symptom->last_sp = disease->last_sp;
440 new_symptom->stats.exp = 0; 481 new_symptom->stats.exp = 0;
441 new_symptom->stats.hp = disease->stats.hp; 482 new_symptom->stats.hp = disease->stats.hp;
442 new_symptom->msg = add_string(disease->msg); 483 new_symptom->msg = disease->msg;
443 new_symptom->attacktype = disease->attacktype; 484 new_symptom->attacktype = disease->attacktype;
444 new_symptom->other_arch = disease->other_arch; 485 new_symptom->other_arch = disease->other_arch;
445 486
446 set_owner(new_symptom,disease->owner); 487 new_symptom->set_owner (disease->owner);
488
447 if (new_symptom->skill != disease->skill) { 489 if (new_symptom->skill != disease->skill)
448 if (new_symptom->skill) free_string(new_symptom->skill); 490 new_symptom->skill = disease->skill;
449 if (disease->skill) new_symptom->skill = add_refcount(disease->skill); 491
450 }
451 new_symptom->move_block=0; 492 new_symptom->move_block = 0;
452 insert_ob_in_ob(new_symptom,victim); 493 insert_ob_in_ob (new_symptom, victim);
453 return 1; 494 return 1;
454 } 495 }
455 496
456 /* now deal with progressing diseases: we increase the debility 497 /* now deal with progressing diseases: we increase the debility
457 * caused by the symptoms. 498 * caused by the symptoms.
458 */ 499 */
459
460 if(disease->stats.ac!=0) { 500 if (disease->stats.ac)
461 float scale; 501 {
502 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
462 503
463 symptom->value += disease->stats.ac;
464 scale = 1.0 + symptom->value/100.0; 504 float scale = 1.f + symptom->value / 100.f;
505
465 /* now rescale all the debilities */ 506 /* now rescale all the debilities */
466 symptom->stats.Str = (int) (scale*disease->stats.Str); 507 for (int i = 0; i < NUM_STATS; ++i)
467 symptom->stats.Dex = (int) (scale*disease->stats.Dex); 508 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
468 symptom->stats.Con = (int) (scale*disease->stats.Con); 509
469 symptom->stats.Wis = (int) (scale*disease->stats.Wis); 510 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
470 symptom->stats.Int = (int) (scale*disease->stats.Int); 511 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
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); 512 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
477 symptom->last_sp = (int) (scale*disease->last_sp); 513 symptom->last_sp = clamp (scale * disease->last_sp , -1024, 1024);
514 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
515 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
478 symptom->stats.exp = 0; 516 symptom->stats.exp = 0;
479 symptom->stats.hp = (int) (scale*disease->stats.hp); 517
480 symptom->msg = add_string(disease->msg); 518 symptom->msg = disease->msg;
481 symptom->attacktype = disease->attacktype; 519 symptom->attacktype = disease->attacktype;
482 symptom->other_arch = disease->other_arch; 520 symptom->other_arch = disease->other_arch;
483 } 521 }
522
484 SET_FLAG(symptom,FLAG_APPLIED); 523 SET_FLAG (symptom, FLAG_APPLIED);
485 fix_player(victim); 524 victim->update_stats ();
525
486 return 1; 526 return 1;
487} 527}
488
489 528
490/* grants immunity to plagues we've seen before. */ 529/* grants immunity to plagues we've seen before. */
530int
491int grant_immunity(object *disease) { 531grant_immunity (object *disease)
532{
492 object * immunity; 533 object *immunity;
493 object *walk; 534 object *walk;
535
494 /* Don't give immunity to this disease if last_heal is set. */ 536 /* Don't give immunity to this disease if last_heal is set. */
495 if(disease->last_heal) return 0; 537 if (disease->last_heal)
538 return 0;
496 /* first, search for an immunity of the same name */ 539 /* first, search for an immunity of the same name */
497 for(walk=disease->env->inv;walk;walk=walk->below) { 540 for (walk = disease->env->inv; walk; walk = walk->below)
541 {
498 if(walk->type==98 && !strcmp(disease->name,walk->name)) { 542 if (walk->type == 98 && disease->name == walk->name)
543 {
499 walk->level = disease->level; 544 walk->level = disease->level;
500 return 1; /* just update the existing immunity. */ 545 return 1; /* just update the existing immunity. */
501 } 546 }
502 } 547 }
503 immunity = get_archetype("immunity"); 548 immunity = get_archetype ("immunity");
504 immunity->name = add_string(disease->name); 549 immunity->name = disease->name;
505 immunity->level = disease->level; 550 immunity->level = disease->level;
506 immunity->move_block = 0; 551 immunity->move_block = 0;
507 insert_ob_in_ob(immunity,disease->env); 552 insert_ob_in_ob (immunity, disease->env);
508 return 1; 553 return 1;
509 554
510} 555}
511 556
512 557
513/* make the symptom do the nasty things it does */ 558/* make the symptom do the nasty things it does */
514 559
560int
515int move_symptom(object *symptom) { 561move_symptom (object *symptom)
562{
516 object *victim = symptom->env; 563 object *victim = symptom->env;
517 object *new_ob; 564 object *new_ob;
518 int sp_reduce; 565 int sp_reduce;
519 566
520 if(victim == NULL || victim->map==NULL) { /* outside a monster/player, die immediately */ 567 if (victim == NULL || victim->map == NULL)
521 remove_ob(symptom); 568 { /* outside a monster/player, die immediately */
522 free_object(symptom); 569 symptom->destroy ();
523 return 0; 570 return 0;
524 } 571 }
525 572
573 if (symptom->stats.dam > 0)
526 if(symptom->stats.dam > 0) hit_player(victim,symptom->stats.dam,symptom,symptom->attacktype,1); 574 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
575 else
527 else hit_player(victim,(int) MAX(1,-victim->stats.maxhp * symptom->stats.dam / 100.0),symptom,symptom->attacktype,1); 576 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
528 577
529 if(symptom->stats.maxsp>0) sp_reduce = symptom->stats.maxsp; 578 if (symptom->stats.maxsp > 0)
579 sp_reduce = symptom->stats.maxsp;
580 else
530 else sp_reduce = (int) MAX(1,victim->stats.maxsp * symptom->stats.maxsp/100.0); 581 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
531 victim->stats.sp = MAX(0,victim->stats.sp - sp_reduce); 582 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
532 583
533 /* create the symptom "other arch" object and drop it here 584 /* create the symptom "other arch" object and drop it here
534 * under every part of the monster 585 * under every part of the monster
535 * The victim may well have died. 586 * The victim may well have died.
536 */ 587 */
537 588
538 if(victim->map==NULL) return 0; 589 if (victim->map == NULL)
590 return 0;
539 if(symptom->other_arch) { 591 if (symptom->other_arch)
592 {
540 object *tmp; 593 object *tmp;
541 tmp=victim; 594
542 if(tmp->head!=NULL) tmp=tmp->head; 595 tmp = victim;
596 if (tmp->head != NULL)
597 tmp = tmp->head;
543 for(/*tmp initialized above */;tmp!=NULL;tmp=tmp->more) { 598 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
599 {
544 new_ob = arch_to_object(symptom->other_arch); 600 new_ob = arch_to_object (symptom->other_arch);
545 new_ob->x = tmp->x; 601 new_ob->x = tmp->x;
546 new_ob->y = tmp->y; 602 new_ob->y = tmp->y;
547 new_ob->map = victim->map; 603 new_ob->map = victim->map;
548 insert_ob_in_map(new_ob,victim->map,victim,0); 604 insert_ob_in_map (new_ob, victim->map, victim, 0);
549 } 605 }
550 } 606 }
551 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,symptom->msg); 607 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
552 608
553 return 1; 609 return 1;
554} 610}
555 611
556
557/* possibly infect due to direct physical contact 612/* possibly infect due to direct physical contact
558 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 613 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
559 614int
560int check_physically_infect(object *victim, object *hitter) { 615check_physically_infect (object *victim, object *hitter)
561 object *walk; 616{
562 /* search for diseases, give every disease a chance to infect */ 617 /* search for diseases, give every disease a chance to infect */
563 for(walk=hitter->inv;walk!=NULL;walk=walk->below) 618 for (object *disease = hitter->inv; disease; disease = disease->below)
564 if(walk->type==DISEASE) infect_object(victim,walk,0); 619 if (disease->type == DISEASE)
620 infect_object (victim, disease, 0);
621
565 return 1; 622 return 1;
566} 623}
567 624
568/* find a disease in someone*/ 625// find a disease in someone
626object *
569object *find_disease(object *victim) { 627find_disease (object *victim)
570 object *walk; 628{
571 for(walk=victim->inv;walk;walk=walk->below) 629 for (object *disease = victim->inv; disease; disease = disease->below)
572 if(walk->type==DISEASE) return walk; 630 if (disease->type == DISEASE)
631 return disease;
632
573 return NULL; 633 return 0;
574} 634}
575 635
576/* do the cure disease stuff, from the spell "cure disease" */ 636/* do the cure disease stuff, from the spell "cure disease" */
577 637int
578int cure_disease(object *sufferer,object *caster) { 638cure_disease (object *sufferer, object *caster)
639{
579 object *disease, *next; 640 object *disease, *next;
580 int casting_level; 641 int casting_level;
581 int cure=0; 642 int cure = 0;
582 643
644 if (caster)
583 if(caster) casting_level = caster->level; 645 casting_level = caster->level;
646 else
584 else casting_level = 1000; /* if null caster, CURE all. */ 647 casting_level = 1000; /* if null caster, CURE all. */
585 648
586 for(disease=sufferer->inv;disease;disease=next) { 649 for (disease = sufferer->inv; disease; disease = next)
650 {
587 next=disease->below; 651 next = disease->below;
588 652
589 if(disease->type==DISEASE) { /* attempt to cure this disease */ 653 if (disease->type == DISEASE)
654 { /* attempt to cure this disease */
590 /* If caster lvel is higher than disease level, cure chance 655 /* If caster level is higher than disease level, cure chance
591 * is automatic. If lower, then the chance is basically 656 * is automatic. If lower, then the chance is basically
592 * 1 in level_diff - if there is a 5 level difference, chance 657 * 1 in level_diff - if there is a 5 level difference, chance
593 * is 1 in 5. 658 * is 1 in 5.
594 */ 659 */
595 if ((casting_level >= disease->level) || 660 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), 661 {
597 caster, PREFER_LOW) ))) {
598
599 remove_symptoms(disease); 662 remove_symptoms (disease);
600 remove_ob(disease); 663 cure = 1;
601 cure=1; 664
602 if(caster) change_exp(caster,disease->stats.exp, 665 if (caster)
603 caster->chosen_skill?caster->chosen_skill->skill:NULL, 0); 666 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0);
604 free_object(disease); 667
668 disease->destroy ();
669 }
670 }
605 } 671 }
606 } 672
607 }
608 if (cure) { 673 if (cure)
674 {
609 /* Only draw these messages once */ 675 /* Only draw these messages once */
610 if (caster) 676 if (caster)
611 new_draw_info_format(NDI_UNIQUE,0,caster,"You cure a disease!"); 677 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
678
612 new_draw_info(NDI_UNIQUE,0,sufferer,"You no longer feel diseased."); 679 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
613 } 680 }
681
614 return 1; 682 return 1;
615} 683}
616 684
617/* reduces disease progression: reduce_symptoms 685/* reduces disease progression: reduce_symptoms
618 * return true if we actually reduce a disease. 686 * return true if we actually reduce a disease.
619 */ 687 */
620 688int
621int reduce_symptoms(object *sufferer, int reduction) { 689reduce_symptoms (object *sufferer, int reduction)
690{
622 object *walk; 691 object *walk;
623 int success=0; 692 int success = 0;
624 693
625 for(walk=sufferer->inv;walk;walk=walk->below) { 694 for (walk = sufferer->inv; walk; walk = walk->below)
695 {
626 if(walk->type==SYMPTOM) { 696 if (walk->type == SYMPTOM)
697 {
627 if(walk->value > 0) { 698 if (walk->value > 0)
628 success=1; 699 {
700 success = 1;
629 walk->value = MAX(0,walk->value - 2*reduction); 701 walk->value = max (0, walk->value - 2 * reduction);
630 /* give the disease time to modify this symptom, 702 /* give the disease time to modify this symptom,
631 * and reduce its severity. */ 703 * and reduce its severity. */
632 walk->speed_left = 0; 704 walk->speed_left = 0;
705 }
706 }
633 } 707 }
634 } 708
635 }
636 if (success) 709 if (success)
637 new_draw_info(NDI_UNIQUE,0,sufferer,"Your illness seems less severe."); 710 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
711
638 return success; 712 return success;
639} 713}
640

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