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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.5 by root, Thu Sep 14 22:34:04 2006 UTC vs.
Revision 1.31 by root, Tue Aug 7 22:57:57 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the code implementing diseases, 24/* This file contains all the code implementing diseases,
25 except for odds and ends in attack.c and in 25 * except for odds and ends in attack.c and in
26 living.c*/ 26 * living.c
27 27 */
28
29 28
30/* 29/*
31 30
32For DISEASES: 31For DISEASES:
33Stat Property Definition 32Stat Property Definition
126 125
127 126
128#include <global.h> 127#include <global.h>
129#include <object.h> 128#include <object.h>
130#include <living.h> 129#include <living.h>
131#ifndef __CEXTRACT__
132# include <sproto.h> 130#include <sproto.h>
133#endif
134#include <spells.h> 131#include <spells.h>
135#include <sounds.h> 132#include <sounds.h>
136#include <skills.h> 133#include <skills.h>
137 134
138/* IMPLEMENTATION NOTES 135/* IMPLEMENTATION NOTES
150 return 0; 147 return 0;
151 148
152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 149 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
153 return 1; 150 return 1;
154 151
155 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) 152 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
156 return 1; 153 return 1;
157 154
158 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) 155 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
159 return 1; 156 return 1;
160 157
166{ 163{
167 /* 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.
168 * If outside, we decrement 'value' until we're gone. 165 * If outside, we decrement 'value' until we're gone.
169 */ 166 */
170 167
171 if (disease->env == NULL) 168 if (!disease->env)
172 { /* we're outside of someone */ 169 { /* we're outside of someone */
173 if (disease->stats.maxhp > 0) 170 if (disease->stats.maxhp > 0)
174 disease->value--; 171 disease->value--;
172
175 if (disease->value == 0) 173 if (!disease->value)
176 { 174 {
177 remove_ob (disease); 175 disease->destroy ();
178 free_object (disease);
179 return 1; 176 return 1;
180 } 177 }
181 } 178 }
182 else 179 else
183 { 180 {
184 /* 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 */
185 /* negative foods denote "perpetual" diseases. */ 182 /* negative/zero food denotes "perpetual" diseases. */
186 if (disease->stats.food > 0) 183 if (disease->stats.food > 0)
187 { 184 {
188 disease->stats.food--; 185 disease->stats.food--;
186
189 if (disease->stats.food == 0) 187 if (!disease->stats.food)
190 { 188 {
191 remove_symptoms (disease); /* remove the symptoms of this disease */ 189 remove_symptoms (disease); /* remove the symptoms of this disease */
192 grant_immunity (disease); 190 grant_immunity (disease);
193 remove_ob (disease); 191 disease->destroy ();
194 free_object (disease);
195 return 1; 192 return 1;
196 } 193 }
197 } 194 }
198 } 195 }
196
199 /* check to see if we infect others */ 197 /* check to see if we infect others */
200 check_infection (disease); 198 check_infection (disease);
201 199
202 /* impose or modify the symptoms of the disease */ 200 /* impose or modify the symptoms of the disease */
203 if (disease->env && is_susceptible_to_disease (disease->env, disease)) 201 if (disease->env && is_susceptible_to_disease (disease->env, disease))
220 218
221 while ((symptom = find_symptom (disease)) != NULL) 219 while ((symptom = find_symptom (disease)) != NULL)
222 { 220 {
223 if (!victim) 221 if (!victim)
224 victim = symptom->env; 222 victim = symptom->env;
225 remove_ob (symptom); 223
226 free_object (symptom); 224 symptom->destroy ();
227 } 225 }
226
228 if (victim) 227 if (victim)
229 fix_player (victim); 228 victim->update_stats ();
229
230 return 0; 230 return 0;
231} 231}
232 232
233/* argument is a disease */ 233/* argument is a disease */
234object * 234object *
236{ 236{
237 object *walk; 237 object *walk;
238 238
239 /* check the inventory for symptoms */ 239 /* check the inventory for symptoms */
240 for (walk = disease->env->inv; walk; walk = walk->below) 240 for (walk = disease->env->inv; walk; walk = walk->below)
241 if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM) 241 if (walk->name == disease->name && walk->type == SYMPTOM)
242 return walk; 242 return walk;
243
243 return NULL; 244 return NULL;
244} 245}
245 246
246/* searches around for more victims to infect */ 247/* searches around for more victims to infect */
247int 248int
248check_infection (object *disease) 249check_infection (object *disease)
249{ 250{
250 int x, y, range, mflags; 251 int x, y, range, mflags;
251 mapstruct *map, *map2; 252 maptile *map, *map2;
252 object *tmp; 253 object *tmp;
253 sint16 i, j, i2, j2;
254 254
255 range = abs (disease->magic); 255 range = abs (disease->magic);
256
256 if (disease->env) 257 if (disease->env)
257 { 258 {
258 x = disease->env->x; 259 x = disease->env->x;
259 y = disease->env->y; 260 y = disease->env->y;
260 map = disease->env->map; 261 map = disease->env->map;
261 } 262 }
262 else 263 else
263 { 264 {
264 x = disease->x; 265 x = disease->x;
265 y = disease->y; 266 y = disease->y;
266 map = disease->map; 267 map = disease->map;
267 } 268 }
268 269
269 if (map == NULL) 270 if (!map)
270 return 0; 271 return 0;
272
271 for (i = x - range; i <= x + range; i++) 273 for (int i = x - range; i <= x + range; i++)
272 {
273 for (j = y - range; j <= y + range; j++) 274 for (int j = y - range; j <= y + range; j++)
274 { 275 {
276 sint16 i2, j2;
275 mflags = get_map_flags (map, &map2, i, j, &i2, &j2); 277 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
278
276 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
277 {
278 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)
279 {
280 infect_object (tmp, disease, 0); 281 infect_object (tmp, disease, 0);
281 }
282 }
283 } 282 }
284 } 283
285 return 1; 284 return 1;
286} 285}
287 286
288 287
289/* check to see if an object is infectable: 288/* check to see if an object is infectable:
324 * (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
325 * 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
326 * if you diseased, you can't get diseased more. 325 * if you diseased, you can't get diseased more.
327 */ 326 */
328 327
329 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 328 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
330 { 329 {
331 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)
332 return 0; /*Immune! */ 331 return 0; /* Immune! */
333 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) 332 else if (tmp->type == DISEASE && tmp->name == disease->name)
334 return 0; /* already diseased */ 333 return 0; /* already diseased */
335 } 334 }
336 335
337 /* 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. */
338 new_disease = get_object (); 337 new_disease = disease->clone ();
339 copy_object (disease, new_disease);
340 new_disease->stats.food = disease->stats.maxgrace; 338 new_disease->stats.food = disease->stats.maxgrace;
341 new_disease->value = disease->stats.maxhp; 339 new_disease->value = disease->stats.maxhp;
342 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 340 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
343 341
344 /* Unfortunately, set_owner does the wrong thing to the skills pointers 342 /* Unfortunately, set_owner does the wrong thing to the skills pointers
345 * resulting in exp going into the owners *current* chosen skill. 343 * resulting in exp going into the owners *current* chosen skill.
346 */ 344 */
347 345
348 if (get_owner (disease)) 346 if (disease->owner)
349 { 347 {
350 set_owner (new_disease, disease->owner); 348 new_disease->set_owner (disease->owner);
351 349
352 /* Only need to update skill if different */ 350 /* Only need to update skill if different */
353 if (new_disease->skill != disease->skill) 351 if (new_disease->skill != disease->skill)
354 new_disease->skill = disease->skill; 352 new_disease->skill = disease->skill;
355 } 353 }
357 { /* 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 */
358 if (disease->env && disease->env->type == PLAYER) 356 if (disease->env && disease->env->type == PLAYER)
359 { 357 {
360 object *player = disease->env; 358 object *player = disease->env;
361 359
362 set_owner (new_disease, player); 360 new_disease->set_owner (player);
363 361
364 /* the skill pointer for these diseases should already be set up - 362 /* the skill pointer for these diseases should already be set up -
365 * hardcoding in 'praying' is not the right approach. 363 * hardcoding in 'praying' is not the right approach.
366 */ 364 */
367 } 365 }
368 } 366 }
369 367
370 insert_ob_in_ob (new_disease, victim); 368 insert_ob_in_ob (new_disease, victim->head_ ());
371 /* This appears to be a horrible case of overloading 'NO_PASS' 369 /* This appears to be a horrible case of overloading 'NO_PASS'
372 * for meaning in the diseases. 370 * for meaning in the diseases.
373 */ 371 */
374 new_disease->move_block = 0; 372 new_disease->move_block = 0;
375 if (new_disease->owner && new_disease->owner->type == PLAYER) 373 if (new_disease->owner && new_disease->owner->type == PLAYER)
387 if (victim->type == PLAYER) 385 if (victim->type == PLAYER)
388 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);
389 else 387 else
390 new_draw_info (0, 4, new_disease->owner, buf); 388 new_draw_info (0, 4, new_disease->owner, buf);
391 } 389 }
390
392 if (victim->type == PLAYER) 391 if (victim->type == PLAYER)
393 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.");
394 393
395 return 1; 394 return 1;
396 395
397} 396}
398
399
400 397
401/* this function monitors the symptoms caused by the disease (if any), 398/* this function monitors the symptoms caused by the disease (if any),
402causes symptoms, and modifies existing symptoms in the case of 399causes symptoms, and modifies existing symptoms in the case of
403existing diseases. */ 400existing diseases. */
404
405int 401int
406do_symptoms (object *disease) 402do_symptoms (object *disease)
407{ 403{
408 object *symptom; 404 object *symptom;
409 object *victim; 405 object *victim;
410 object *tmp; 406 object *tmp;
411 407
412 victim = disease->env; 408 victim = disease->env;
409
410 if (!victim)
411 return 0; /* no-one to inflict symptoms on */
413 412
414 /* 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
415 * back to disease, causing endless loops. Why this happens really needs 414 * back to disease, causing endless loops. Why this happens really needs
416 * 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.
417 */ 416 */
418 417 //TODO: should no longer be the case, monitor, and remove
419 if (victim == NULL || victim == disease) 418 if (victim == disease)
420 return 0; /* no-one to inflict symptoms on */ 419 {
420 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
421 return 0;
422 }
421 423
422 symptom = find_symptom (disease); 424 symptom = find_symptom (disease);
423 if (symptom == NULL) 425 if (!symptom)
424 { 426 {
425 /* no symptom? need to generate one! */ 427 /* no symptom? need to generate one! */
426 object *new_symptom; 428 object *new_symptom;
427 429
428 /* 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! */
434 if (victim->head) 436 if (victim->head)
435 tmp = victim->head->inv; 437 tmp = victim->head->inv;
436 else 438 else
437 tmp = victim->inv; 439 tmp = victim->inv;
438 440
439 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 441 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
440 {
441 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 442 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
442 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 443 if (tmp->name == disease->name && tmp->level >= disease->level)
443 return 0; /*Immune! */ 444 return 0; /*Immune! */
444 }
445 445
446 new_symptom = get_archetype (ARCH_SYMPTOM); 446 new_symptom = get_archetype ("symptom");
447 447
448 /* Something special done with dam. We want diseases to be more 448 /* Something special done with dam. We want diseases to be more
449 * 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
450 * do random, note, this has a weird effect with progressive diseases. 450 * do random, note, this has a weird effect with progressive diseases.
451 */ 451 */
453 { 453 {
454 int dam = disease->stats.dam; 454 int dam = disease->stats.dam;
455 455
456 /* reduce the damage, on average, 50%, and making things random. */ 456 /* reduce the damage, on average, 50%, and making things random. */
457 457
458 dam = random_roll (1, FABS (dam), victim, PREFER_LOW); 458 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
459 if (disease->stats.dam < 0) 459 if (disease->stats.dam < 0)
460 dam = -dam; 460 dam = -dam;
461
461 new_symptom->stats.dam = dam; 462 new_symptom->stats.dam = dam;
462 } 463 }
463 464
464
465 new_symptom->stats.maxsp = disease->stats.maxsp; 465 new_symptom->stats.maxsp = disease->stats.maxsp;
466 new_symptom->stats.food = new_symptom->stats.maxgrace; 466 new_symptom->stats.food = new_symptom->stats.maxgrace;
467 467
468 new_symptom->name = new_symptom->name_pl = disease->name; 468 new_symptom->name = new_symptom->name_pl = disease->name;
469 469
470 new_symptom->level = disease->level; 470 new_symptom->level = disease->level;
471 new_symptom->speed = disease->speed; 471 new_symptom->speed = disease->speed;
472 new_symptom->value = 0; 472 new_symptom->value = 0;
473
474 for (int i = 0; i < NUM_STATS; ++i)
473 new_symptom->stats.Str = disease->stats.Str; 475 new_symptom->stats.stat (i) = disease->stats.stat (i);
474 new_symptom->stats.Dex = disease->stats.Dex; 476
475 new_symptom->stats.Con = disease->stats.Con;
476 new_symptom->stats.Wis = disease->stats.Wis;
477 new_symptom->stats.Int = disease->stats.Int;
478 new_symptom->stats.Pow = disease->stats.Pow;
479 new_symptom->stats.Cha = disease->stats.Cha;
480 new_symptom->stats.sp = disease->stats.sp; 477 new_symptom->stats.sp = disease->stats.sp;
481 new_symptom->stats.food = disease->last_eat; 478 new_symptom->stats.food = disease->last_eat;
482 new_symptom->stats.maxsp = disease->stats.maxsp; 479 new_symptom->stats.maxsp = disease->stats.maxsp;
483 new_symptom->last_sp = disease->last_sp; 480 new_symptom->last_sp = disease->last_sp;
484 new_symptom->stats.exp = 0; 481 new_symptom->stats.exp = 0;
485 new_symptom->stats.hp = disease->stats.hp; 482 new_symptom->stats.hp = disease->stats.hp;
486 new_symptom->msg = disease->msg; 483 new_symptom->msg = disease->msg;
487 new_symptom->attacktype = disease->attacktype; 484 new_symptom->attacktype = disease->attacktype;
488 new_symptom->other_arch = disease->other_arch; 485 new_symptom->other_arch = disease->other_arch;
489 486
490 set_owner (new_symptom, disease->owner); 487 new_symptom->set_owner (disease->owner);
491 488
492 if (new_symptom->skill != disease->skill) 489 if (new_symptom->skill != disease->skill)
493 new_symptom->skill = disease->skill; 490 new_symptom->skill = disease->skill;
494 491
495 new_symptom->move_block = 0; 492 new_symptom->move_block = 0;
496 insert_ob_in_ob (new_symptom, victim); 493 insert_ob_in_ob (new_symptom, victim);
497 return 1; 494 return 1;
498 } 495 }
499 496
500 /* now deal with progressing diseases: we increase the debility 497 /* now deal with progressing diseases: we increase the debility
501 * caused by the symptoms. 498 * caused by the symptoms.
502 */ 499 */
503
504 if (disease->stats.ac != 0) 500 if (disease->stats.ac)
505 { 501 {
506 float scale; 502 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
507 503
508 symptom->value += disease->stats.ac;
509 scale = 1.0 + symptom->value / 100.0; 504 float scale = 1.f + symptom->value / 100.f;
505
510 /* now rescale all the debilities */ 506 /* now rescale all the debilities */
511 symptom->stats.Str = (int) (scale * disease->stats.Str); 507 for (int i = 0; i < NUM_STATS; ++i)
512 symptom->stats.Dex = (int) (scale * disease->stats.Dex); 508 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
513 symptom->stats.Con = (int) (scale * disease->stats.Con); 509
514 symptom->stats.Wis = (int) (scale * disease->stats.Wis);
515 symptom->stats.Int = (int) (scale * disease->stats.Int);
516 symptom->stats.Pow = (int) (scale * disease->stats.Pow);
517 symptom->stats.Cha = (int) (scale * disease->stats.Cha);
518 symptom->stats.dam = (int) (scale * disease->stats.dam); 510 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
519 symptom->stats.sp = (int) (scale * disease->stats.sp);
520 symptom->stats.food = (int) (scale * disease->last_eat); 511 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
521 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); 512 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
522 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);
523 symptom->stats.exp = 0; 516 symptom->stats.exp = 0;
524 symptom->stats.hp = (int) (scale * disease->stats.hp); 517
525 symptom->msg = disease->msg; 518 symptom->msg = disease->msg;
526 symptom->attacktype = disease->attacktype; 519 symptom->attacktype = disease->attacktype;
527 symptom->other_arch = disease->other_arch; 520 symptom->other_arch = disease->other_arch;
528 } 521 }
522
529 SET_FLAG (symptom, FLAG_APPLIED); 523 SET_FLAG (symptom, FLAG_APPLIED);
530 fix_player (victim); 524 victim->update_stats ();
525
531 return 1; 526 return 1;
532} 527}
533
534 528
535/* grants immunity to plagues we've seen before. */ 529/* grants immunity to plagues we've seen before. */
536int 530int
537grant_immunity (object *disease) 531grant_immunity (object *disease)
538{ 532{
543 if (disease->last_heal) 537 if (disease->last_heal)
544 return 0; 538 return 0;
545 /* first, search for an immunity of the same name */ 539 /* first, search for an immunity of the same name */
546 for (walk = disease->env->inv; walk; walk = walk->below) 540 for (walk = disease->env->inv; walk; walk = walk->below)
547 { 541 {
548 if (walk->type == 98 && !strcmp (disease->name, walk->name)) 542 if (walk->type == 98 && disease->name == walk->name)
549 { 543 {
550 walk->level = disease->level; 544 walk->level = disease->level;
551 return 1; /* just update the existing immunity. */ 545 return 1; /* just update the existing immunity. */
552 } 546 }
553 } 547 }
570 object *new_ob; 564 object *new_ob;
571 int sp_reduce; 565 int sp_reduce;
572 566
573 if (victim == NULL || victim->map == NULL) 567 if (victim == NULL || victim->map == NULL)
574 { /* outside a monster/player, die immediately */ 568 { /* outside a monster/player, die immediately */
575 remove_ob (symptom); 569 symptom->destroy ();
576 free_object (symptom);
577 return 0; 570 return 0;
578 } 571 }
579 572
580 if (symptom->stats.dam > 0) 573 if (symptom->stats.dam > 0)
581 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 574 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
600 object *tmp; 593 object *tmp;
601 594
602 tmp = victim; 595 tmp = victim;
603 if (tmp->head != NULL) 596 if (tmp->head != NULL)
604 tmp = tmp->head; 597 tmp = tmp->head;
605 for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more) 598 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
606 { 599 {
607 new_ob = arch_to_object (symptom->other_arch); 600 new_ob = arch_to_object (symptom->other_arch);
608 new_ob->x = tmp->x; 601 new_ob->x = tmp->x;
609 new_ob->y = tmp->y; 602 new_ob->y = tmp->y;
610 new_ob->map = victim->map; 603 new_ob->map = victim->map;
614 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 607 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
615 608
616 return 1; 609 return 1;
617} 610}
618 611
619
620/* possibly infect due to direct physical contact 612/* possibly infect due to direct physical contact
621 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 613 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
622
623int 614int
624check_physically_infect (object *victim, object *hitter) 615check_physically_infect (object *victim, object *hitter)
625{ 616{
626 object *walk;
627
628 /* search for diseases, give every disease a chance to infect */ 617 /* search for diseases, give every disease a chance to infect */
629 for (walk = hitter->inv; walk != NULL; walk = walk->below) 618 for (object *disease = hitter->inv; disease; disease = disease->below)
630 if (walk->type == DISEASE) 619 if (disease->type == DISEASE)
631 infect_object (victim, walk, 0); 620 infect_object (victim, disease, 0);
621
632 return 1; 622 return 1;
633} 623}
634 624
635/* find a disease in someone*/ 625// find a disease in someone
636object * 626object *
637find_disease (object *victim) 627find_disease (object *victim)
638{ 628{
639 object *walk; 629 for (object *disease = victim->inv; disease; disease = disease->below)
640
641 for (walk = victim->inv; walk; walk = walk->below)
642 if (walk->type == DISEASE) 630 if (disease->type == DISEASE)
643 return walk; 631 return disease;
632
644 return NULL; 633 return 0;
645} 634}
646 635
647/* do the cure disease stuff, from the spell "cure disease" */ 636/* do the cure disease stuff, from the spell "cure disease" */
648
649int 637int
650cure_disease (object *sufferer, object *caster) 638cure_disease (object *sufferer, object *caster)
651{ 639{
652 object *disease, *next; 640 object *disease, *next;
653 int casting_level; 641 int casting_level;
662 { 650 {
663 next = disease->below; 651 next = disease->below;
664 652
665 if (disease->type == DISEASE) 653 if (disease->type == DISEASE)
666 { /* attempt to cure this disease */ 654 { /* attempt to cure this disease */
667 /* If caster lvel is higher than disease level, cure chance 655 /* If caster level is higher than disease level, cure chance
668 * is automatic. If lower, then the chance is basically 656 * is automatic. If lower, then the chance is basically
669 * 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
670 * is 1 in 5. 658 * is 1 in 5.
671 */ 659 */
672 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 660 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
673 { 661 {
674
675 remove_symptoms (disease); 662 remove_symptoms (disease);
676 remove_ob (disease);
677 cure = 1; 663 cure = 1;
664
678 if (caster) 665 if (caster)
679 change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); 666 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0);
680 free_object (disease); 667
668 disease->destroy ();
681 } 669 }
682 } 670 }
683 } 671 }
672
684 if (cure) 673 if (cure)
685 { 674 {
686 /* Only draw these messages once */ 675 /* Only draw these messages once */
687 if (caster) 676 if (caster)
688 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
689 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.");
690 } 680 }
681
691 return 1; 682 return 1;
692} 683}
693 684
694/* reduces disease progression: reduce_symptoms 685/* reduces disease progression: reduce_symptoms
695 * return true if we actually reduce a disease. 686 * return true if we actually reduce a disease.
696 */ 687 */
697
698int 688int
699reduce_symptoms (object *sufferer, int reduction) 689reduce_symptoms (object *sufferer, int reduction)
700{ 690{
701 object *walk; 691 object *walk;
702 int success = 0; 692 int success = 0;
706 if (walk->type == SYMPTOM) 696 if (walk->type == SYMPTOM)
707 { 697 {
708 if (walk->value > 0) 698 if (walk->value > 0)
709 { 699 {
710 success = 1; 700 success = 1;
711 walk->value = MAX (0, walk->value - 2 * reduction); 701 walk->value = max (0, walk->value - 2 * reduction);
712 /* give the disease time to modify this symptom, 702 /* give the disease time to modify this symptom,
713 * and reduce its severity. */ 703 * and reduce its severity. */
714 walk->speed_left = 0; 704 walk->speed_left = 0;
715 } 705 }
716 } 706 }
717 } 707 }
708
718 if (success) 709 if (success)
719 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
720 return success; 712 return success;
721} 713}

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