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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.31 by root, Tue Aug 7 22:57:57 2007 UTC vs.
Revision 1.52 by root, Tue Sep 1 20:56:05 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 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 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * 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,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
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 <support@deliantra.net>
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
44dam^ Damage How much damage it does (%?). 44dam^ Damage How much damage it does (%?).
45maxgrace+ Duration How long before the disease is naturally cured. 45maxgrace+ Duration How long before the disease is naturally cured.
46food DurCount Counter for Duration 46food DurCount Counter for Duration
47 47
48speed Speed How often the disease moves. 48speed Speed How often the disease moves.
49last_sp^ Lethargy Percentage of max speed--10 = 10% speed. 49last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
50 50
51maxsp^ Mana deplete Saps mana. 51maxsp^ Mana deplete Saps mana.
52ac^ Progressiveness How the diseases increases in severity. 52ac^ Progressiveness How the diseases increases in severity.
53last_eat*^ Deplete food saps food if negative 53last_eat*^ Deplete food saps food if negative
54last_heal GrantImmunity If nonzero, disease does NOT grant immunity 54last_heal GrantImmunity If nonzero, disease does NOT grant immunity
137 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
138inventory. They themselves do nothing, except modify Symptoms, or 138inventory. They themselves do nothing, except modify Symptoms, or
139spread to other live objects. Symptoms are what actually damage the player: 139spread to other live objects. Symptoms are what actually damage the player:
140these are their own object. */ 140these are their own object. */
141 141
142/* check if victim is susceptible to disease. */ 142/* grants immunity to plagues we've seen before. */
143static int 143static int
144is_susceptible_to_disease (object *victim, object *disease) 144grant_immunity (object *disease)
145{ 145{
146 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 146 object *immunity;
147 object *walk;
148
149 /* Don't give immunity to this disease if last_heal is set. */
150 if (disease->last_heal)
147 return 0; 151 return 0;
148 152
149 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 153 /* first, search for an immunity of the same name */
154 for (walk = disease->env->inv; walk; walk = walk->below)
155 if (walk->type == 98 && disease->name == walk->name)
156 {
157 walk->level = disease->level;
158 return 1; /* just update the existing immunity. */
159 }
160
161 immunity = get_archetype ("immunity");
162
163 immunity->name = disease->name;
164 immunity->level = disease->level;
165 immunity->move_block = 0;
166
167 insert_ob_in_ob (immunity, disease->env);
168
150 return 1; 169 return 1;
170}
151 171
152 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) 172/* argument is a disease */
173static object *
174find_symptom (object *disease)
175{
176 /* check the inventory for symptoms */
177 for (object *walk = disease->env->inv; walk; walk = walk->below)
178 if (walk->name == disease->name && walk->type == SYMPTOM)
153 return 1; 179 return walk;
154 180
155 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
156 return 1;
157
158 return 0; 181 return NULL;
159}
160
161int
162move_disease (object *disease)
163{
164 /* first task is to determine if the disease is inside or outside of someone.
165 * If outside, we decrement 'value' until we're gone.
166 */
167
168 if (!disease->env)
169 { /* we're outside of someone */
170 if (disease->stats.maxhp > 0)
171 disease->value--;
172
173 if (!disease->value)
174 {
175 disease->destroy ();
176 return 1;
177 }
178 }
179 else
180 {
181 /* if we're inside a person, have the disease run its course */
182 /* negative/zero food denotes "perpetual" diseases. */
183 if (disease->stats.food > 0)
184 {
185 disease->stats.food--;
186
187 if (!disease->stats.food)
188 {
189 remove_symptoms (disease); /* remove the symptoms of this disease */
190 grant_immunity (disease);
191 disease->destroy ();
192 return 1;
193 }
194 }
195 }
196
197 /* check to see if we infect others */
198 check_infection (disease);
199
200 /* impose or modify the symptoms of the disease */
201 if (disease->env && is_susceptible_to_disease (disease->env, disease))
202 do_symptoms (disease);
203
204 return 0;
205} 182}
206 183
207/* remove any symptoms of disease 184/* remove any symptoms of disease
208 * Modified by MSW 2003-03-28 do try to find all the symptom the 185 * Modified by MSW 2003-03-28 do try to find all the symptom the
209 * player may have - I think through some odd interactoins with 186 * player may have - I think through some odd interactoins with
210 * disease level and player level and whatnot, a player could get 187 * disease level and player level and whatnot, a player could get
211 * more than one symtpom to a disease. 188 * more than one symtpom to a disease.
212 */ 189 */
213 190static int
214int
215remove_symptoms (object *disease) 191remove_symptoms (object *disease)
216{ 192{
217 object *symptom, *victim = NULL; 193 object *symptom, *victim = NULL;
218 194
219 while ((symptom = find_symptom (disease)) != NULL) 195 while ((symptom = find_symptom (disease)) != NULL)
228 victim->update_stats (); 204 victim->update_stats ();
229 205
230 return 0; 206 return 0;
231} 207}
232 208
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 */ 209/* searches around for more victims to infect */
248int 210static int
249check_infection (object *disease) 211check_infection (object *disease)
250{ 212{
251 int x, y, range, mflags;
252 maptile *map, *map2;
253 object *tmp;
254
255 range = abs (disease->magic); 213 int range = abs (disease->magic);
256 214
257 if (disease->env) 215 object *op = disease->outer_env_or_self ();
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 }
269 216
270 if (!map) 217 if (!op->is_on_map ())
271 return 0; 218 return 0;
272 219
273 for (int i = x - range; i <= x + range; i++) 220 unordered_mapwalk (op, -range, -range, range, range)
274 for (int j = y - range; j <= y + range; j++)
275 { 221 {
276 sint16 i2, j2; 222 mapspace &ms = m->at (nx, ny);
277 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
278 223
279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 224 if (ms.flags () & P_IS_ALIVE)
280 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) 225 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
281 infect_object (tmp, disease, 0); 226 infect_object (tmp, disease, 0);
282 } 227 }
283 228
284 return 1; 229 return 1;
285} 230}
286 231
287 232/* check if victim is susceptible to disease. */
288/* check to see if an object is infectable: 233static int
289 * objects with immunity aren't infectable. 234is_susceptible_to_disease (object *victim, object *disease)
290 * objects already infected aren't infectable.
291 * dead objects aren't infectable.
292 * undead objects are infectible only if specifically named.
293*/
294int
295infect_object (object *victim, object *disease, int force)
296{ 235{
297 object *tmp; 236 if (!QUERY_FLAG (victim, FLAG_ALIVE))
298 object *new_disease;
299
300 /* don't infect inanimate objects */
301 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
302 return 0; 237 return 0;
303 238
304 /* check and see if victim can catch disease: diseases 239 if (victim->flag [FLAG_WIZ])
305 * are specific
306 */
307 if (!is_susceptible_to_disease (victim, disease))
308 return 0; 240 return 0;
309 241
310 /* roll the dice on infection before doing the inventory check! */ 242 if (disease->race.contains ("*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
311 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
312 return 0; 243 return 1;
313 244
314 /* do an immunity check */ 245 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
315 if (victim->head)
316 tmp = victim->head->inv;
317 else
318 tmp = victim->inv;
319
320 /* There used to (IMO) be a flaw in the below - it used to be the case
321 * that if level check was done for both immunity and disease. This could
322 * result in a person with multiple afflictions of the same disease
323 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
324 * they were cast in that same order. Instead, change it so that
325 * if you diseased, you can't get diseased more.
326 */
327
328 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
329 {
330 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
331 return 0; /* Immune! */
332 else if (tmp->type == DISEASE && tmp->name == disease->name)
333 return 0; /* already diseased */
334 }
335
336 /* If we've gotten this far, go ahead and infect the victim. */
337 new_disease = disease->clone ();
338 new_disease->stats.food = disease->stats.maxgrace;
339 new_disease->value = disease->stats.maxhp;
340 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
341
342 /* Unfortunately, set_owner does the wrong thing to the skills pointers
343 * resulting in exp going into the owners *current* chosen skill.
344 */
345
346 if (disease->owner)
347 {
348 new_disease->set_owner (disease->owner);
349
350 /* Only need to update skill if different */
351 if (new_disease->skill != disease->skill)
352 new_disease->skill = disease->skill;
353 }
354 else
355 { /* for diseases which are passed by hitting, set owner and praying skill */
356 if (disease->env && disease->env->type == PLAYER)
357 {
358 object *player = disease->env;
359
360 new_disease->set_owner (player);
361
362 /* the skill pointer for these diseases should already be set up -
363 * hardcoding in 'praying' is not the right approach.
364 */
365 }
366 }
367
368 insert_ob_in_ob (new_disease, victim->head_ ());
369 /* This appears to be a horrible case of overloading 'NO_PASS'
370 * for meaning in the diseases.
371 */
372 new_disease->move_block = 0;
373 if (new_disease->owner && new_disease->owner->type == PLAYER)
374 {
375 char buf[128];
376
377 /* if the disease has a title, it has a special infection message
378 * This messages is printed in the form MESSAGE victim
379 */
380 if (new_disease->title)
381 sprintf (buf, "%s %s!!", &disease->title, &victim->name);
382 else
383 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name);
384
385 if (victim->type == PLAYER)
386 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
387 else
388 new_draw_info (0, 4, new_disease->owner, buf);
389 }
390
391 if (victim->type == PLAYER)
392 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
393
394 return 1; 246 return 1;
395 247
248 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
249 return 1;
250
251 return 0;
396} 252}
397 253
398/* this function monitors the symptoms caused by the disease (if any), 254/* this function monitors the symptoms caused by the disease (if any),
399causes symptoms, and modifies existing symptoms in the case of 255causes symptoms, and modifies existing symptoms in the case of
400existing diseases. */ 256existing diseases. */
401int 257static int
402do_symptoms (object *disease) 258do_symptoms (object *disease)
403{ 259{
404 object *symptom; 260 object *symptom;
405 object *victim; 261 object *victim;
406 object *tmp; 262 object *tmp;
423 279
424 symptom = find_symptom (disease); 280 symptom = find_symptom (disease);
425 if (!symptom) 281 if (!symptom)
426 { 282 {
427 /* no symptom? need to generate one! */ 283 /* no symptom? need to generate one! */
428 object *new_symptom;
429 284
430 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ 285 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
431 if (!is_susceptible_to_disease (victim, disease)) 286 if (!is_susceptible_to_disease (victim, disease))
432 return 0; 287 return 0;
433 288
434 /* check for an actual immunity */ 289 /* check for an actual immunity */
435 /* do an immunity check */ 290 /* do an immunity check */
436 if (victim->head) 291 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
437 tmp = victim->head->inv;
438 else
439 tmp = victim->inv;
440
441 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
442 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 292 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
443 if (tmp->name == disease->name && tmp->level >= disease->level) 293 if (tmp->name == disease->name && tmp->level >= disease->level)
444 return 0; /*Immune! */ 294 return 0; /* Immune! */
445 295
446 new_symptom = get_archetype ("symptom"); 296 object *new_symptom = get_archetype ("symptom");
447 297
448 /* Something special done with dam. We want diseases to be more 298 /* 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 299 * 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. 300 * do random, note, this has a weird effect with progressive diseases.
451 */ 301 */
452 if (disease->stats.dam != 0) 302 if (disease->stats.dam)
453 { 303 {
454 int dam = disease->stats.dam; 304 int dam = disease->stats.dam;
455 305
456 /* reduce the damage, on average, 50%, and making things random. */ 306 /* reduce the damage, on average, 50%, and making things random. */
457 307
481 new_symptom->stats.exp = 0; 331 new_symptom->stats.exp = 0;
482 new_symptom->stats.hp = disease->stats.hp; 332 new_symptom->stats.hp = disease->stats.hp;
483 new_symptom->msg = disease->msg; 333 new_symptom->msg = disease->msg;
484 new_symptom->attacktype = disease->attacktype; 334 new_symptom->attacktype = disease->attacktype;
485 new_symptom->other_arch = disease->other_arch; 335 new_symptom->other_arch = disease->other_arch;
336 new_symptom->skill = disease->skill;
486 337
338 new_symptom->move_block = 0;
339
340 victim->head_ ()->insert (new_symptom);
341
342 // set owner last, as insert clears owner
487 new_symptom->set_owner (disease->owner); 343 new_symptom->set_owner (disease->owner);
488 344
489 if (new_symptom->skill != disease->skill)
490 new_symptom->skill = disease->skill;
491
492 new_symptom->move_block = 0;
493 insert_ob_in_ob (new_symptom, victim);
494 return 1; 345 return 1;
495 } 346 }
496 347
497 /* now deal with progressing diseases: we increase the debility 348 /* now deal with progressing diseases: we increase the debility
498 * caused by the symptoms. 349 * caused by the symptoms.
508 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127); 359 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
509 360
510 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024); 361 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
511 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); 362 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
512 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024); 363 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
513 symptom->last_sp = clamp (scale * disease->last_sp , -1024, 1024);
514 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024); 364 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
515 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024); 365 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
516 symptom->stats.exp = 0; 366 symptom->stats.exp = 0;
517 367 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
518 symptom->msg = disease->msg; 368 symptom->msg = disease->msg;
519 symptom->attacktype = disease->attacktype; 369 symptom->attacktype = disease->attacktype;
520 symptom->other_arch = disease->other_arch; 370 symptom->other_arch = disease->other_arch;
521 } 371 }
522 372
524 victim->update_stats (); 374 victim->update_stats ();
525 375
526 return 1; 376 return 1;
527} 377}
528 378
529/* grants immunity to plagues we've seen before. */
530int 379int
531grant_immunity (object *disease) 380move_disease (object *disease)
532{ 381{
533 object *immunity; 382 /* First task is to determine if the disease is inside or outside of someone.
383 * If outside, we decrement 'value' until we're gone.
384 */
385
386 if (!disease->env)
387 { /* we're outside of someone */
388 if (disease->stats.maxhp > 0)
389 disease->value--;
390
391 if (!disease->value)
392 {
393 disease->destroy ();
394 return 1;
395 }
396 }
397 else
398 {
399 /* if we're inside a person, have the disease run its course */
400 /* negative/zero food denotes "perpetual" diseases. */
401 if (disease->stats.food > 0)
402 {
403 disease->stats.food--;
404
405 if (!disease->stats.food)
406 {
407 remove_symptoms (disease); /* remove the symptoms of this disease */
408 grant_immunity (disease);
409 disease->destroy ();
410 return 1;
411 }
412 }
413 }
414
415 /* check to see if we infect others */
416 check_infection (disease);
417
418 /* impose or modify the symptoms of the disease */
419 if (disease->env && is_susceptible_to_disease (disease->env, disease))
420 do_symptoms (disease);
421
422 return 0;
423}
424
425/* check to see if an object is infectable:
426 * objects with immunity aren't infectable.
427 * objects already infected aren't infectable.
428 * dead objects aren't infectable.
429 * undead objects are infectible only if specifically named.
430*/
431int
432infect_object (object *victim, object *disease, int force)
433{
534 object *walk; 434 object *tmp;
435 object *new_disease;
535 436
536 /* Don't give immunity to this disease if last_heal is set. */ 437 /* don't infect inanimate objects */
537 if (disease->last_heal) 438 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
538 return 0; 439 return 0;
539 /* first, search for an immunity of the same name */ 440
540 for (walk = disease->env->inv; walk; walk = walk->below) 441 /* check and see if victim can catch disease: diseases
541 { 442 * are specific
542 if (walk->type == 98 && disease->name == walk->name) 443 */
543 { 444 if (!is_susceptible_to_disease (victim, disease))
544 walk->level = disease->level; 445 return 0;
545 return 1; /* just update the existing immunity. */ 446
546 } 447 /* roll the dice on infection before doing the inventory check! */
448 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
449 return 0;
450
451 /* do an immunity check */
452
453 /* There used to (IMO) be a flaw in the below - it used to be the case
454 * that if level check was done for both immunity and disease. This could
455 * result in a person with multiple afflictions of the same disease
456 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
457 * they were cast in that same order. Instead, change it so that
458 * if you diseased, you can't get diseased more.
459 */
460
461 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
462 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
463 return 0; /* Immune! */
464 else if (tmp->type == DISEASE && tmp->name == disease->name)
465 return 0; /* already diseased */
466
467 /* If we've gotten this far, go ahead and infect the victim. */
468
469 new_disease = disease->clone ();
470
471 new_disease->stats.food = disease->stats.maxgrace;
472 new_disease->value = disease->stats.maxhp;
473 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
474
475 /* This appears to be a horrible case of overloading 'NO_PASS'
476 * for meaning in the diseases.
477 */
478 new_disease->move_block = 0;
479
480 // insert before setting the owner
481 victim->head_ ()->insert (new_disease);
482
483 if (disease->owner)
484 new_disease->set_owner (disease->owner);
485 else if (object *pl = disease->in_player ())
486 /* for diseases which are passed by hitting, set owner and skill */
487 new_disease->set_owner (pl);
488
489 if (new_disease->owner && new_disease->owner->type == PLAYER)
547 } 490 {
548 immunity = get_archetype ("immunity"); 491 const char *buf;
549 immunity->name = disease->name; 492
550 immunity->level = disease->level; 493 /* if the disease has a title, it has a special infection message
551 immunity->move_block = 0; 494 * This messages is printed in the form MESSAGE victim
552 insert_ob_in_ob (immunity, disease->env); 495 */
496 if (new_disease->title)
497 buf = format ("%s %s!!", &disease->title, &victim->name);
498 else
499 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
500
501 if (victim->type == PLAYER)
502 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
503 else
504 new_draw_info (0, 4, new_disease->owner, buf);
505 }
506
507 if (victim->type == PLAYER)
508 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
509
553 return 1; 510 return 1;
554
555} 511}
556
557 512
558/* make the symptom do the nasty things it does */ 513/* make the symptom do the nasty things it does */
559
560int 514int
561move_symptom (object *symptom) 515move_symptom (object *symptom)
562{ 516{
563 object *victim = symptom->env; 517 object *victim = symptom->env;
564 object *new_ob; 518 object *new_ob;
565 int sp_reduce; 519 int sp_reduce;
566 520
567 if (victim == NULL || victim->map == NULL) 521 if (!victim || !victim->map)
568 { /* outside a monster/player, die immediately */ 522 { /* outside a monster/player, die immediately */
569 symptom->destroy (); 523 symptom->destroy ();
570 return 0; 524 return 0;
571 } 525 }
572 526
573 if (symptom->stats.dam > 0) 527 if (symptom->stats.dam > 0)
574 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 528 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
575 else 529 else
576 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); 530 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100), symptom, symptom->attacktype, 1);
577 531
578 if (symptom->stats.maxsp > 0) 532 if (symptom->stats.maxsp > 0)
579 sp_reduce = symptom->stats.maxsp; 533 sp_reduce = symptom->stats.maxsp;
580 else 534 else
581 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); 535 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100);
536
582 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); 537 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
583 538
584 /* create the symptom "other arch" object and drop it here 539 /* create the symptom "other arch" object and drop it here
585 * under every part of the monster 540 * under every part of the monster
586 * The victim may well have died. 541 * The victim may well have died.
587 */ 542 */
588
589 if (victim->map == NULL) 543 if (victim->map)
590 return 0; 544 {
545 victim->play_sound (symptom->sound);
546
591 if (symptom->other_arch) 547 if (symptom->other_arch)
592 { 548 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
593 object *tmp;
594
595 tmp = victim;
596 if (tmp->head != NULL)
597 tmp = tmp->head;
598 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
599 { 549 {
600 new_ob = arch_to_object (symptom->other_arch); 550 new_ob = arch_to_object (symptom->other_arch);
601 new_ob->x = tmp->x; 551 new_ob->x = tmp->x;
602 new_ob->y = tmp->y; 552 new_ob->y = tmp->y;
603 new_ob->map = victim->map; 553 new_ob->map = victim->map;
604 insert_ob_in_map (new_ob, victim->map, victim, 0); 554 insert_ob_in_map (new_ob, victim->map, victim, 0);
605 } 555 }
606 } 556 }
557
607 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 558 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
608 559
609 return 1; 560 return 1;
610} 561}
611 562
633 return 0; 584 return 0;
634} 585}
635 586
636/* do the cure disease stuff, from the spell "cure disease" */ 587/* do the cure disease stuff, from the spell "cure disease" */
637int 588int
638cure_disease (object *sufferer, object *caster) 589cure_disease (object *sufferer, object *caster, object *spell)
639{ 590{
640 object *disease, *next; 591 object *disease, *next;
641 int casting_level;
642 int cure = 0; 592 int cure = 0;
643 593
644 if (caster)
645 casting_level = caster->level;
646 else
647 casting_level = 1000; /* if null caster, CURE all. */ 594 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
648 595
649 for (disease = sufferer->inv; disease; disease = next) 596 for (disease = sufferer->inv; disease; disease = next)
650 { 597 {
651 next = disease->below; 598 next = disease->below;
652 599
660 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 607 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
661 { 608 {
662 remove_symptoms (disease); 609 remove_symptoms (disease);
663 cure = 1; 610 cure = 1;
664 611
665 if (caster) 612 if (caster && spell)
666 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); 613 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
667 614
668 disease->destroy (); 615 disease->destroy ();
669 } 616 }
670 } 617 }
671 } 618 }

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