ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/disease.C
(Generate patch)

Comparing deliantra/server/server/disease.C (file contents):
Revision 1.31 by root, Tue Aug 7 22:57:57 2007 UTC vs.
Revision 1.63 by root, Fri Mar 26 01:04:44 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 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 dynbuf buf;
274 for (int j = y - range; j <= y + range; j++) 222 unordered_mapwalk (buf, op, -range, -range, range, range)
275 { 223 {
276 sint16 i2, j2; 224 mapspace &ms = m->at (nx, ny);
277 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
278 225
279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 226 if (ms.flags () & P_IS_ALIVE)
280 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) 227 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
281 infect_object (tmp, disease, 0); 228 infect_object (tmp, disease, 0);
282 } 229 }
283 230
284 return 1; 231 return 1;
285} 232}
286 233
287 234/* check if victim is susceptible to disease. */
288/* check to see if an object is infectable: 235static int
289 * objects with immunity aren't infectable. 236is_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{ 237{
297 object *tmp; 238 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; 239 return 0;
303 240
304 /* check and see if victim can catch disease: diseases 241 if (victim->flag [FLAG_WIZ])
305 * are specific
306 */
307 if (!is_susceptible_to_disease (victim, disease))
308 return 0; 242 return 0;
309 243
310 /* roll the dice on infection before doing the inventory check! */ 244 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; 245 return 1;
313 246
314 /* do an immunity check */ 247 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; 248 return 1;
395 249
250 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
251 return 1;
252
253 return 0;
396} 254}
397 255
398/* this function monitors the symptoms caused by the disease (if any), 256/* this function monitors the symptoms caused by the disease (if any),
399causes symptoms, and modifies existing symptoms in the case of 257causes symptoms, and modifies existing symptoms in the case of
400existing diseases. */ 258existing diseases. */
401int 259static int
402do_symptoms (object *disease) 260do_symptoms (object *disease)
403{ 261{
404 object *symptom; 262 object *symptom;
405 object *victim; 263 object *victim;
406 object *tmp; 264 object *tmp;
423 281
424 symptom = find_symptom (disease); 282 symptom = find_symptom (disease);
425 if (!symptom) 283 if (!symptom)
426 { 284 {
427 /* no symptom? need to generate one! */ 285 /* no symptom? need to generate one! */
428 object *new_symptom;
429 286
430 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ 287 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
431 if (!is_susceptible_to_disease (victim, disease)) 288 if (!is_susceptible_to_disease (victim, disease))
432 return 0; 289 return 0;
433 290
434 /* check for an actual immunity */ 291 /* check for an actual immunity */
435 /* do an immunity check */ 292 /* do an immunity check */
436 if (victim->head) 293 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 */ 294 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
443 if (tmp->name == disease->name && tmp->level >= disease->level) 295 if (tmp->name == disease->name && tmp->level >= disease->level)
444 return 0; /*Immune! */ 296 return 0; /* Immune! */
445 297
446 new_symptom = get_archetype ("symptom"); 298 object *new_symptom = get_archetype (shstr_symptom);
447 299
448 /* Something special done with dam. We want diseases to be more 300 /* 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 301 * 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. 302 * do random, note, this has a weird effect with progressive diseases.
451 */ 303 */
452 if (disease->stats.dam != 0) 304 if (disease->stats.dam)
453 { 305 {
454 int dam = disease->stats.dam; 306 int dam = disease->stats.dam;
455 307
456 /* reduce the damage, on average, 50%, and making things random. */ 308 /* reduce the damage, on average, 50%, and making things random. */
457 309
481 new_symptom->stats.exp = 0; 333 new_symptom->stats.exp = 0;
482 new_symptom->stats.hp = disease->stats.hp; 334 new_symptom->stats.hp = disease->stats.hp;
483 new_symptom->msg = disease->msg; 335 new_symptom->msg = disease->msg;
484 new_symptom->attacktype = disease->attacktype; 336 new_symptom->attacktype = disease->attacktype;
485 new_symptom->other_arch = disease->other_arch; 337 new_symptom->other_arch = disease->other_arch;
338 new_symptom->skill = disease->skill;
486 339
340 new_symptom->move_block = 0;
341
342 victim->head_ ()->insert (new_symptom);
343
344 // set owner last, as insert clears owner
487 new_symptom->set_owner (disease->owner); 345 new_symptom->set_owner (disease->owner);
488 346
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; 347 return 1;
495 } 348 }
496 349
497 /* now deal with progressing diseases: we increase the debility 350 /* now deal with progressing diseases: we increase the debility
498 * caused by the symptoms. 351 * caused by the symptoms.
508 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127); 361 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
509 362
510 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024); 363 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
511 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); 364 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
512 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024); 365 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); 366 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
515 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024); 367 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
516 symptom->stats.exp = 0; 368 symptom->stats.exp = 0;
517 369 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
518 symptom->msg = disease->msg; 370 symptom->msg = disease->msg;
519 symptom->attacktype = disease->attacktype; 371 symptom->attacktype = disease->attacktype;
520 symptom->other_arch = disease->other_arch; 372 symptom->other_arch = disease->other_arch;
521 } 373 }
522 374
524 victim->update_stats (); 376 victim->update_stats ();
525 377
526 return 1; 378 return 1;
527} 379}
528 380
529/* grants immunity to plagues we've seen before. */
530int 381int
531grant_immunity (object *disease) 382move_disease (object *disease)
532{ 383{
533 object *immunity; 384 /* First task is to determine if the disease is inside or outside of someone.
385 * If outside, we decrement 'value' until we're gone.
386 */
387
388 if (!disease->env)
389 { /* we're outside of someone */
390 if (disease->stats.maxhp > 0)
391 disease->value--;
392
393 if (!disease->value)
394 {
395 disease->destroy ();
396 return 1;
397 }
398 }
399 else
400 {
401 /* if we're inside a person, have the disease run its course */
402 /* negative/zero food denotes "perpetual" diseases. */
403 if (disease->stats.food > 0)
404 {
405 disease->stats.food--;
406
407 if (!disease->stats.food)
408 {
409 remove_symptoms (disease); /* remove the symptoms of this disease */
410 grant_immunity (disease);
411 disease->destroy ();
412 return 1;
413 }
414 }
415 }
416
417 /* check to see if we infect others */
418 check_infection (disease);
419
420 /* impose or modify the symptoms of the disease */
421 if (disease->env && is_susceptible_to_disease (disease->env, disease))
422 do_symptoms (disease);
423
424 return 0;
425}
426
427/* check to see if an object is infectable:
428 * objects with immunity aren't infectable.
429 * objects already infected aren't infectable.
430 * dead objects aren't infectable.
431 * undead objects are infectible only if specifically named.
432*/
433int
434infect_object (object *victim, object *disease, int force)
435{
534 object *walk; 436 object *tmp;
437 object *new_disease;
535 438
536 /* Don't give immunity to this disease if last_heal is set. */ 439 /* don't infect inanimate objects */
537 if (disease->last_heal) 440 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
538 return 0; 441 return 0;
539 /* first, search for an immunity of the same name */ 442
540 for (walk = disease->env->inv; walk; walk = walk->below) 443 /* check and see if victim can catch disease: diseases
541 { 444 * are specific
542 if (walk->type == 98 && disease->name == walk->name) 445 */
543 { 446 if (!is_susceptible_to_disease (victim, disease))
544 walk->level = disease->level; 447 return 0;
545 return 1; /* just update the existing immunity. */ 448
546 } 449 /* roll the dice on infection before doing the inventory check! */
450 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
451 return 0;
452
453 /* do an immunity check */
454
455 /* There used to (IMO) be a flaw in the below - it used to be the case
456 * that if level check was done for both immunity and disease. This could
457 * result in a person with multiple afflictions of the same disease
458 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
459 * they were cast in that same order. Instead, change it so that
460 * if you diseased, you can't get diseased more.
461 */
462
463 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
464 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
465 return 0; /* Immune! */
466 else if (tmp->type == DISEASE && tmp->name == disease->name)
467 return 0; /* already diseased */
468
469 /* If we've gotten this far, go ahead and infect the victim. */
470
471 new_disease = disease->clone ();
472
473 new_disease->stats.food = disease->stats.maxgrace;
474 new_disease->value = disease->stats.maxhp;
475 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
476
477 /* This appears to be a horrible case of overloading 'NO_PASS'
478 * for meaning in the diseases.
479 */
480 new_disease->move_block = 0;
481
482 // insert before setting the owner
483 victim->head_ ()->insert (new_disease);
484
485 if (disease->owner)
486 new_disease->set_owner (disease->owner);
487 else if (object *pl = disease->in_player ())
488 /* for diseases which are passed by hitting, set owner and skill */
489 new_disease->set_owner (pl);
490
491 if (new_disease->owner && new_disease->owner->type == PLAYER)
547 } 492 {
548 immunity = get_archetype ("immunity"); 493 const char *buf;
549 immunity->name = disease->name; 494
550 immunity->level = disease->level; 495 /* if the disease has a title, it has a special infection message
551 immunity->move_block = 0; 496 * This messages is printed in the form MESSAGE victim
552 insert_ob_in_ob (immunity, disease->env); 497 */
498 if (new_disease->title)
499 buf = format ("%s %s!!", &disease->title, &victim->name);
500 else
501 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
502
503 if (victim->type == PLAYER)
504 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
505 else
506 new_draw_info (0, 4, new_disease->owner, buf);
507 }
508
509 if (victim->type == PLAYER)
510 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
511
553 return 1; 512 return 1;
554
555} 513}
556
557 514
558/* make the symptom do the nasty things it does */ 515/* make the symptom do the nasty things it does */
559
560int 516int
561move_symptom (object *symptom) 517move_symptom (object *symptom)
562{ 518{
563 object *victim = symptom->env; 519 object *victim = symptom->env;
564 object *new_ob;
565 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
573 if (symptom->stats.dam > 0)
574 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
575 else
576 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
577
578 if (symptom->stats.maxsp > 0)
579 sp_reduce = symptom->stats.maxsp;
580 else
581 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
582 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
583 526
584 /* create the symptom "other arch" object and drop it here 527 /* create the symptom "other arch" object and drop it here
585 * under every part of the monster 528 * under every part of the monster
586 * The victim may well have died. 529 * The victim may well have died.
587 */ 530 */
588
589 if (victim->map == NULL) 531 if (victim->map)
590 return 0; 532 {
533 victim->play_sound (symptom->sound);
534
591 if (symptom->other_arch) 535 if (symptom->other_arch)
592 { 536 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 { 537 {
600 new_ob = arch_to_object (symptom->other_arch); 538 object *new_ob = symptom->other_arch->instance ();
601 new_ob->x = tmp->x; 539 new_ob->x = tmp->x;
602 new_ob->y = tmp->y; 540 new_ob->y = tmp->y;
603 new_ob->map = victim->map; 541 new_ob->map = victim->map;
604 insert_ob_in_map (new_ob, victim->map, victim, 0); 542 insert_ob_in_map (new_ob, victim->map, victim, 0);
605 } 543 }
606 } 544 }
545
546 int damage =
547 symptom->stats.dam > 0
548 ? symptom->stats.dam
549 : max (1, victim->stats.maxhp * -symptom->stats.dam / 100);
550
551 hit_player (victim, damage, symptom, symptom->attacktype, 1);
552
553 int sp_reduce =
554 symptom->stats.maxsp > 0
555 ? symptom->stats.maxsp
556 : max (1, victim->stats.maxsp * -symptom->stats.maxsp / 100);
557
558 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
559
607 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 560 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
608 561
609 return 1; 562 return 1;
610} 563}
611 564
620 infect_object (victim, disease, 0); 573 infect_object (victim, disease, 0);
621 574
622 return 1; 575 return 1;
623} 576}
624 577
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" */ 578/* do the cure disease stuff, from the spell "cure disease" */
637int 579int
638cure_disease (object *sufferer, object *caster) 580cure_disease (object *sufferer, object *caster, object *spell)
639{ 581{
640 object *disease, *next; 582 object *disease, *next;
641 int casting_level;
642 int cure = 0; 583 int cure = 0;
643 584
644 if (caster)
645 casting_level = caster->level;
646 else
647 casting_level = 1000; /* if null caster, CURE all. */ 585 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
648 586
649 for (disease = sufferer->inv; disease; disease = next) 587 for (disease = sufferer->inv; disease; disease = next)
650 { 588 {
651 next = disease->below; 589 next = disease->below;
652 590
660 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 598 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
661 { 599 {
662 remove_symptoms (disease); 600 remove_symptoms (disease);
663 cure = 1; 601 cure = 1;
664 602
665 if (caster) 603 if (caster && spell)
666 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); 604 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
667 605
668 disease->destroy (); 606 disease->destroy ();
669 } 607 }
670 } 608 }
671 } 609 }
680 } 618 }
681 619
682 return 1; 620 return 1;
683} 621}
684 622
623#if 0 // unused, but seems interesting
685/* reduces disease progression: reduce_symptoms 624/* reduces disease progression: reduce_symptoms
686 * return true if we actually reduce a disease. 625 * return true if we actually reduce a disease.
687 */ 626 */
688int 627static int
689reduce_symptoms (object *sufferer, int reduction) 628reduce_symptoms (object *sufferer, int reduction)
690{ 629{
691 object *walk; 630 object *walk;
692 int success = 0; 631 int success = 0;
693 632
709 if (success) 648 if (success)
710 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 649 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
711 650
712 return success; 651 return success;
713} 652}
653#endif

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines