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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 1.57 by root, Sat Nov 7 18:30:06 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the code implementing diseases, 25/* This file contains all the code implementing diseases,
25 * except for odds and ends in attack.c and in 26 * except for odds and ends in attack.c and in
26 * living.c 27 * living.c
44dam^ Damage How much damage it does (%?). 45dam^ Damage How much damage it does (%?).
45maxgrace+ Duration How long before the disease is naturally cured. 46maxgrace+ Duration How long before the disease is naturally cured.
46food DurCount Counter for Duration 47food DurCount Counter for Duration
47 48
48speed Speed How often the disease moves. 49speed Speed How often the disease moves.
49last_sp^ Lethargy Percentage of max speed--10 = 10% speed. 50last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
50 51
51maxsp^ Mana deplete Saps mana. 52maxsp^ Mana deplete Saps mana.
52ac^ Progressiveness How the diseases increases in severity. 53ac^ Progressiveness How the diseases increases in severity.
53last_eat*^ Deplete food saps food if negative 54last_eat*^ Deplete food saps food if negative
54last_heal GrantImmunity If nonzero, disease does NOT grant immunity 55last_heal GrantImmunity If nonzero, disease does NOT grant immunity
137 Diseases may be contageous. They are objects which exist in a player's 138 Diseases may be contageous. They are objects which exist in a player's
138inventory. They themselves do nothing, except modify Symptoms, or 139inventory. They themselves do nothing, except modify Symptoms, or
139spread to other live objects. Symptoms are what actually damage the player: 140spread to other live objects. Symptoms are what actually damage the player:
140these are their own object. */ 141these are their own object. */
141 142
142/* check if victim is susceptible to disease. */ 143/* grants immunity to plagues we've seen before. */
143static int 144static int
144is_susceptible_to_disease (object *victim, object *disease) 145grant_immunity (object *disease)
145{ 146{
146 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 147 object *immunity;
148 object *walk;
149
150 /* Don't give immunity to this disease if last_heal is set. */
151 if (disease->last_heal)
147 return 0; 152 return 0;
148 153
149 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 154 /* first, search for an immunity of the same name */
155 for (walk = disease->env->inv; walk; walk = walk->below)
156 if (walk->type == 98 && disease->name == walk->name)
157 {
158 walk->level = disease->level;
159 return 1; /* just update the existing immunity. */
160 }
161
162 immunity = get_archetype (shstr_immunity);
163
164 immunity->name = disease->name;
165 immunity->level = disease->level;
166 immunity->move_block = 0;
167
168 insert_ob_in_ob (immunity, disease->env);
169
150 return 1; 170 return 1;
171}
151 172
152 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) 173/* argument is a disease */
174static object *
175find_symptom (object *disease)
176{
177 /* check the inventory for symptoms */
178 for (object *walk = disease->env->inv; walk; walk = walk->below)
179 if (walk->name == disease->name && walk->type == SYMPTOM)
153 return 1; 180 return walk;
154 181
155 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
156 return 1;
157
158 return 0; 182 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} 183}
206 184
207/* remove any symptoms of disease 185/* remove any symptoms of disease
208 * Modified by MSW 2003-03-28 do try to find all the symptom the 186 * Modified by MSW 2003-03-28 do try to find all the symptom the
209 * player may have - I think through some odd interactoins with 187 * player may have - I think through some odd interactoins with
210 * disease level and player level and whatnot, a player could get 188 * disease level and player level and whatnot, a player could get
211 * more than one symtpom to a disease. 189 * more than one symtpom to a disease.
212 */ 190 */
213 191static int
214int
215remove_symptoms (object *disease) 192remove_symptoms (object *disease)
216{ 193{
217 object *symptom, *victim = NULL; 194 object *symptom, *victim = NULL;
218 195
219 while ((symptom = find_symptom (disease)) != NULL) 196 while ((symptom = find_symptom (disease)) != NULL)
228 victim->update_stats (); 205 victim->update_stats ();
229 206
230 return 0; 207 return 0;
231} 208}
232 209
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 */ 210/* searches around for more victims to infect */
248int 211static int
249check_infection (object *disease) 212check_infection (object *disease)
250{ 213{
251 int x, y, range, mflags;
252 maptile *map, *map2;
253 object *tmp;
254
255 range = abs (disease->magic); 214 int range = abs (disease->magic);
256 215
257 if (disease->env) 216 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 }
269 217
270 if (!map) 218 if (!op->is_on_map ())
271 return 0; 219 return 0;
272 220
273 for (int i = x - range; i <= x + range; i++) 221 unordered_mapwalk (op, -range, -range, range, range)
274 for (int j = y - range; j <= y + range; j++)
275 { 222 {
276 sint16 i2, j2; 223 mapspace &ms = m->at (nx, ny);
277 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
278 224
279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 225 if (ms.flags () & P_IS_ALIVE)
280 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) 226 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
281 infect_object (tmp, disease, 0); 227 infect_object (tmp, disease, 0);
282 } 228 }
283 229
284 return 1; 230 return 1;
285} 231}
286 232
287 233/* check if victim is susceptible to disease. */
288/* check to see if an object is infectable: 234static int
289 * objects with immunity aren't infectable. 235is_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{ 236{
297 object *tmp; 237 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; 238 return 0;
303 239
304 /* check and see if victim can catch disease: diseases 240 if (victim->flag [FLAG_WIZ])
305 * are specific
306 */
307 if (!is_susceptible_to_disease (victim, disease))
308 return 0; 241 return 0;
309 242
310 /* roll the dice on infection before doing the inventory check! */ 243 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; 244 return 1;
313 245
314 /* do an immunity check */ 246 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; 247 return 1;
395 248
249 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
250 return 1;
251
252 return 0;
396} 253}
397 254
398/* this function monitors the symptoms caused by the disease (if any), 255/* this function monitors the symptoms caused by the disease (if any),
399causes symptoms, and modifies existing symptoms in the case of 256causes symptoms, and modifies existing symptoms in the case of
400existing diseases. */ 257existing diseases. */
401int 258static int
402do_symptoms (object *disease) 259do_symptoms (object *disease)
403{ 260{
404 object *symptom; 261 object *symptom;
405 object *victim; 262 object *victim;
406 object *tmp; 263 object *tmp;
423 280
424 symptom = find_symptom (disease); 281 symptom = find_symptom (disease);
425 if (!symptom) 282 if (!symptom)
426 { 283 {
427 /* no symptom? need to generate one! */ 284 /* no symptom? need to generate one! */
428 object *new_symptom;
429 285
430 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ 286 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
431 if (!is_susceptible_to_disease (victim, disease)) 287 if (!is_susceptible_to_disease (victim, disease))
432 return 0; 288 return 0;
433 289
434 /* check for an actual immunity */ 290 /* check for an actual immunity */
435 /* do an immunity check */ 291 /* do an immunity check */
436 if (victim->head) 292 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 */ 293 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
443 if (tmp->name == disease->name && tmp->level >= disease->level) 294 if (tmp->name == disease->name && tmp->level >= disease->level)
444 return 0; /*Immune! */ 295 return 0; /* Immune! */
445 296
446 new_symptom = get_archetype ("symptom"); 297 object *new_symptom = get_archetype (shstr_symptom);
447 298
448 /* Something special done with dam. We want diseases to be more 299 /* 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 300 * 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. 301 * do random, note, this has a weird effect with progressive diseases.
451 */ 302 */
452 if (disease->stats.dam != 0) 303 if (disease->stats.dam)
453 { 304 {
454 int dam = disease->stats.dam; 305 int dam = disease->stats.dam;
455 306
456 /* reduce the damage, on average, 50%, and making things random. */ 307 /* reduce the damage, on average, 50%, and making things random. */
457 308
481 new_symptom->stats.exp = 0; 332 new_symptom->stats.exp = 0;
482 new_symptom->stats.hp = disease->stats.hp; 333 new_symptom->stats.hp = disease->stats.hp;
483 new_symptom->msg = disease->msg; 334 new_symptom->msg = disease->msg;
484 new_symptom->attacktype = disease->attacktype; 335 new_symptom->attacktype = disease->attacktype;
485 new_symptom->other_arch = disease->other_arch; 336 new_symptom->other_arch = disease->other_arch;
337 new_symptom->skill = disease->skill;
486 338
339 new_symptom->move_block = 0;
340
341 victim->head_ ()->insert (new_symptom);
342
343 // set owner last, as insert clears owner
487 new_symptom->set_owner (disease->owner); 344 new_symptom->set_owner (disease->owner);
488 345
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; 346 return 1;
495 } 347 }
496 348
497 /* now deal with progressing diseases: we increase the debility 349 /* now deal with progressing diseases: we increase the debility
498 * caused by the symptoms. 350 * caused by the symptoms.
508 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127); 360 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
509 361
510 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024); 362 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
511 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); 363 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
512 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024); 364 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); 365 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
515 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024); 366 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
516 symptom->stats.exp = 0; 367 symptom->stats.exp = 0;
517 368 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
518 symptom->msg = disease->msg; 369 symptom->msg = disease->msg;
519 symptom->attacktype = disease->attacktype; 370 symptom->attacktype = disease->attacktype;
520 symptom->other_arch = disease->other_arch; 371 symptom->other_arch = disease->other_arch;
521 } 372 }
522 373
524 victim->update_stats (); 375 victim->update_stats ();
525 376
526 return 1; 377 return 1;
527} 378}
528 379
529/* grants immunity to plagues we've seen before. */
530int 380int
531grant_immunity (object *disease) 381move_disease (object *disease)
532{ 382{
533 object *immunity; 383 /* First task is to determine if the disease is inside or outside of someone.
384 * If outside, we decrement 'value' until we're gone.
385 */
386
387 if (!disease->env)
388 { /* we're outside of someone */
389 if (disease->stats.maxhp > 0)
390 disease->value--;
391
392 if (!disease->value)
393 {
394 disease->destroy ();
395 return 1;
396 }
397 }
398 else
399 {
400 /* if we're inside a person, have the disease run its course */
401 /* negative/zero food denotes "perpetual" diseases. */
402 if (disease->stats.food > 0)
403 {
404 disease->stats.food--;
405
406 if (!disease->stats.food)
407 {
408 remove_symptoms (disease); /* remove the symptoms of this disease */
409 grant_immunity (disease);
410 disease->destroy ();
411 return 1;
412 }
413 }
414 }
415
416 /* check to see if we infect others */
417 check_infection (disease);
418
419 /* impose or modify the symptoms of the disease */
420 if (disease->env && is_susceptible_to_disease (disease->env, disease))
421 do_symptoms (disease);
422
423 return 0;
424}
425
426/* check to see if an object is infectable:
427 * objects with immunity aren't infectable.
428 * objects already infected aren't infectable.
429 * dead objects aren't infectable.
430 * undead objects are infectible only if specifically named.
431*/
432int
433infect_object (object *victim, object *disease, int force)
434{
534 object *walk; 435 object *tmp;
436 object *new_disease;
535 437
536 /* Don't give immunity to this disease if last_heal is set. */ 438 /* don't infect inanimate objects */
537 if (disease->last_heal) 439 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
538 return 0; 440 return 0;
539 /* first, search for an immunity of the same name */ 441
540 for (walk = disease->env->inv; walk; walk = walk->below) 442 /* check and see if victim can catch disease: diseases
541 { 443 * are specific
542 if (walk->type == 98 && disease->name == walk->name) 444 */
543 { 445 if (!is_susceptible_to_disease (victim, disease))
544 walk->level = disease->level; 446 return 0;
545 return 1; /* just update the existing immunity. */ 447
546 } 448 /* roll the dice on infection before doing the inventory check! */
449 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
450 return 0;
451
452 /* do an immunity check */
453
454 /* There used to (IMO) be a flaw in the below - it used to be the case
455 * that if level check was done for both immunity and disease. This could
456 * result in a person with multiple afflictions of the same disease
457 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
458 * they were cast in that same order. Instead, change it so that
459 * if you diseased, you can't get diseased more.
460 */
461
462 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
463 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
464 return 0; /* Immune! */
465 else if (tmp->type == DISEASE && tmp->name == disease->name)
466 return 0; /* already diseased */
467
468 /* If we've gotten this far, go ahead and infect the victim. */
469
470 new_disease = disease->clone ();
471
472 new_disease->stats.food = disease->stats.maxgrace;
473 new_disease->value = disease->stats.maxhp;
474 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
475
476 /* This appears to be a horrible case of overloading 'NO_PASS'
477 * for meaning in the diseases.
478 */
479 new_disease->move_block = 0;
480
481 // insert before setting the owner
482 victim->head_ ()->insert (new_disease);
483
484 if (disease->owner)
485 new_disease->set_owner (disease->owner);
486 else if (object *pl = disease->in_player ())
487 /* for diseases which are passed by hitting, set owner and skill */
488 new_disease->set_owner (pl);
489
490 if (new_disease->owner && new_disease->owner->type == PLAYER)
547 } 491 {
548 immunity = get_archetype ("immunity"); 492 const char *buf;
549 immunity->name = disease->name; 493
550 immunity->level = disease->level; 494 /* if the disease has a title, it has a special infection message
551 immunity->move_block = 0; 495 * This messages is printed in the form MESSAGE victim
552 insert_ob_in_ob (immunity, disease->env); 496 */
497 if (new_disease->title)
498 buf = format ("%s %s!!", &disease->title, &victim->name);
499 else
500 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
501
502 if (victim->type == PLAYER)
503 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
504 else
505 new_draw_info (0, 4, new_disease->owner, buf);
506 }
507
508 if (victim->type == PLAYER)
509 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
510
553 return 1; 511 return 1;
554
555} 512}
556
557 513
558/* make the symptom do the nasty things it does */ 514/* make the symptom do the nasty things it does */
559
560int 515int
561move_symptom (object *symptom) 516move_symptom (object *symptom)
562{ 517{
563 object *victim = symptom->env; 518 object *victim = symptom->env;
564 object *new_ob; 519 object *new_ob;
565 int sp_reduce; 520 int sp_reduce;
566 521
567 if (victim == NULL || victim->map == NULL) 522 if (!victim || !victim->map)
568 { /* outside a monster/player, die immediately */ 523 { /* outside a monster/player, die immediately */
569 symptom->destroy (); 524 symptom->destroy ();
570 return 0; 525 return 0;
571 } 526 }
572 527
573 if (symptom->stats.dam > 0) 528 if (symptom->stats.dam > 0)
574 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 529 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
575 else 530 else
576 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); 531 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100), symptom, symptom->attacktype, 1);
577 532
578 if (symptom->stats.maxsp > 0) 533 if (symptom->stats.maxsp > 0)
579 sp_reduce = symptom->stats.maxsp; 534 sp_reduce = symptom->stats.maxsp;
580 else 535 else
581 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); 536 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100);
537
582 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); 538 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
583 539
584 /* create the symptom "other arch" object and drop it here 540 /* create the symptom "other arch" object and drop it here
585 * under every part of the monster 541 * under every part of the monster
586 * The victim may well have died. 542 * The victim may well have died.
587 */ 543 */
588
589 if (victim->map == NULL) 544 if (victim->map)
590 return 0; 545 {
546 victim->play_sound (symptom->sound);
547
591 if (symptom->other_arch) 548 if (symptom->other_arch)
592 { 549 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 { 550 {
600 new_ob = arch_to_object (symptom->other_arch); 551 new_ob = arch_to_object (symptom->other_arch);
601 new_ob->x = tmp->x; 552 new_ob->x = tmp->x;
602 new_ob->y = tmp->y; 553 new_ob->y = tmp->y;
603 new_ob->map = victim->map; 554 new_ob->map = victim->map;
604 insert_ob_in_map (new_ob, victim->map, victim, 0); 555 insert_ob_in_map (new_ob, victim->map, victim, 0);
605 } 556 }
606 } 557 }
558
607 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 559 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
608 560
609 return 1; 561 return 1;
610} 562}
611 563
620 infect_object (victim, disease, 0); 572 infect_object (victim, disease, 0);
621 573
622 return 1; 574 return 1;
623} 575}
624 576
625// find a disease in someone
626object *
627find_disease (object *victim)
628{
629 for (object *disease = victim->inv; disease; disease = disease->below)
630 if (disease->type == DISEASE)
631 return disease;
632
633 return 0;
634}
635
636/* do the cure disease stuff, from the spell "cure disease" */ 577/* do the cure disease stuff, from the spell "cure disease" */
637int 578int
638cure_disease (object *sufferer, object *caster) 579cure_disease (object *sufferer, object *caster, object *spell)
639{ 580{
640 object *disease, *next; 581 object *disease, *next;
641 int casting_level;
642 int cure = 0; 582 int cure = 0;
643 583
644 if (caster)
645 casting_level = caster->level;
646 else
647 casting_level = 1000; /* if null caster, CURE all. */ 584 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
648 585
649 for (disease = sufferer->inv; disease; disease = next) 586 for (disease = sufferer->inv; disease; disease = next)
650 { 587 {
651 next = disease->below; 588 next = disease->below;
652 589
660 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 597 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
661 { 598 {
662 remove_symptoms (disease); 599 remove_symptoms (disease);
663 cure = 1; 600 cure = 1;
664 601
665 if (caster) 602 if (caster && spell)
666 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); 603 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
667 604
668 disease->destroy (); 605 disease->destroy ();
669 } 606 }
670 } 607 }
671 } 608 }
680 } 617 }
681 618
682 return 1; 619 return 1;
683} 620}
684 621
622#if 0 // unused, but seems interesting
685/* reduces disease progression: reduce_symptoms 623/* reduces disease progression: reduce_symptoms
686 * return true if we actually reduce a disease. 624 * return true if we actually reduce a disease.
687 */ 625 */
688int 626static int
689reduce_symptoms (object *sufferer, int reduction) 627reduce_symptoms (object *sufferer, int reduction)
690{ 628{
691 object *walk; 629 object *walk;
692 int success = 0; 630 int success = 0;
693 631
709 if (success) 647 if (success)
710 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 648 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
711 649
712 return success; 650 return success;
713} 651}
652#endif

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