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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.34 by root, Sun Aug 12 07:04:48 2007 UTC vs.
Revision 1.35 by root, Mon Aug 20 19:13:10 2007 UTC

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
232 232
233/* argument is a disease */ 233/* argument is a disease */
234object * 234object *
235find_symptom (object *disease) 235find_symptom (object *disease)
236{ 236{
237 object *walk;
238
239 /* check the inventory for symptoms */ 237 /* check the inventory for symptoms */
240 for (walk = disease->env->inv; walk; walk = walk->below) 238 for (object *walk = disease->env->inv; walk; walk = walk->below)
241 if (walk->name == disease->name && walk->type == SYMPTOM) 239 if (walk->name == disease->name && walk->type == SYMPTOM)
242 return walk; 240 return walk;
243 241
244 return NULL; 242 return NULL;
245} 243}
309 /* roll the dice on infection before doing the inventory check! */ 307 /* roll the dice on infection before doing the inventory check! */
310 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) 308 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
311 return 0; 309 return 0;
312 310
313 /* do an immunity check */ 311 /* do an immunity check */
314 if (victim->head)
315 tmp = victim->head->inv;
316 else
317 tmp = victim->inv;
318 312
319 /* There used to (IMO) be a flaw in the below - it used to be the case 313 /* There used to (IMO) be a flaw in the below - it used to be the case
320 * that if level check was done for both immunity and disease. This could 314 * that if level check was done for both immunity and disease. This could
321 * result in a person with multiple afflictions of the same disease 315 * result in a person with multiple afflictions of the same disease
322 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as 316 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
323 * they were cast in that same order. Instead, change it so that 317 * they were cast in that same order. Instead, change it so that
324 * if you diseased, you can't get diseased more. 318 * if you diseased, you can't get diseased more.
325 */ 319 */
326 320
327 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) 321 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
328 {
329 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) 322 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
330 return 0; /* Immune! */ 323 return 0; /* Immune! */
331 else if (tmp->type == DISEASE && tmp->name == disease->name) 324 else if (tmp->type == DISEASE && tmp->name == disease->name)
332 return 0; /* already diseased */ 325 return 0; /* already diseased */
333 }
334 326
335 /* If we've gotten this far, go ahead and infect the victim. */ 327 /* If we've gotten this far, go ahead and infect the victim. */
328
336 new_disease = disease->clone (); 329 new_disease = disease->clone ();
330
337 new_disease->stats.food = disease->stats.maxgrace; 331 new_disease->stats.food = disease->stats.maxgrace;
338 new_disease->value = disease->stats.maxhp; 332 new_disease->value = disease->stats.maxhp;
339 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 333 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
340 334
341 /* Unfortunately, set_owner does the wrong thing to the skills pointers
342 * resulting in exp going into the owners *current* chosen skill.
343 */
344
345 if (disease->owner)
346 {
347 new_disease->set_owner (disease->owner);
348
349 /* Only need to update skill if different */
350 if (new_disease->skill != disease->skill)
351 new_disease->skill = disease->skill;
352 }
353 else
354 { /* for diseases which are passed by hitting, set owner and praying skill */
355 if (disease->env && disease->env->type == PLAYER)
356 {
357 object *player = disease->env;
358
359 new_disease->set_owner (player);
360
361 /* the skill pointer for these diseases should already be set up -
362 * hardcoding in 'praying' is not the right approach.
363 */
364 }
365 }
366
367 insert_ob_in_ob (new_disease, victim->head_ ());
368 /* This appears to be a horrible case of overloading 'NO_PASS' 335 /* This appears to be a horrible case of overloading 'NO_PASS'
369 * for meaning in the diseases. 336 * for meaning in the diseases.
370 */ 337 */
371 new_disease->move_block = 0; 338 new_disease->move_block = 0;
339
340 // insert before setting the owner
341 victim->head_ ()->insert (new_disease);
342
343 if (disease->owner)
344 new_disease->set_owner (disease->owner);
345 else if (object *pl = disease->in_player ())
346 /* for diseases which are passed by hitting, set owner and skill */
347 new_disease->set_owner (pl);
348
372 if (new_disease->owner && new_disease->owner->type == PLAYER) 349 if (new_disease->owner && new_disease->owner->type == PLAYER)
373 { 350 {
374 char buf[128]; 351 const char *buf;
375 352
376 /* if the disease has a title, it has a special infection message 353 /* if the disease has a title, it has a special infection message
377 * This messages is printed in the form MESSAGE victim 354 * This messages is printed in the form MESSAGE victim
378 */ 355 */
379 if (new_disease->title) 356 if (new_disease->title)
380 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 357 buf = format ("%s %s!!", &disease->title, &victim->name);
381 else 358 else
382 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); 359 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
383 360
384 if (victim->type == PLAYER) 361 if (victim->type == PLAYER)
385 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 362 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
386 else 363 else
387 new_draw_info (0, 4, new_disease->owner, buf); 364 new_draw_info (0, 4, new_disease->owner, buf);
389 366
390 if (victim->type == PLAYER) 367 if (victim->type == PLAYER)
391 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); 368 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
392 369
393 return 1; 370 return 1;
394
395} 371}
396 372
397/* this function monitors the symptoms caused by the disease (if any), 373/* this function monitors the symptoms caused by the disease (if any),
398causes symptoms, and modifies existing symptoms in the case of 374causes symptoms, and modifies existing symptoms in the case of
399existing diseases. */ 375existing diseases. */
422 398
423 symptom = find_symptom (disease); 399 symptom = find_symptom (disease);
424 if (!symptom) 400 if (!symptom)
425 { 401 {
426 /* no symptom? need to generate one! */ 402 /* no symptom? need to generate one! */
427 object *new_symptom;
428 403
429 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ 404 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
430 if (!is_susceptible_to_disease (victim, disease)) 405 if (!is_susceptible_to_disease (victim, disease))
431 return 0; 406 return 0;
432 407
433 /* check for an actual immunity */ 408 /* check for an actual immunity */
434 /* do an immunity check */ 409 /* do an immunity check */
435 if (victim->head) 410 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
436 tmp = victim->head->inv;
437 else
438 tmp = victim->inv;
439
440 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
441 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 411 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
442 if (tmp->name == disease->name && tmp->level >= disease->level) 412 if (tmp->name == disease->name && tmp->level >= disease->level)
443 return 0; /*Immune! */ 413 return 0; /* Immune! */
444 414
445 new_symptom = get_archetype ("symptom"); 415 object *new_symptom = get_archetype ("symptom");
446 416
447 /* Something special done with dam. We want diseases to be more 417 /* Something special done with dam. We want diseases to be more
448 * random in what they'll kill, so we'll make the damage they 418 * random in what they'll kill, so we'll make the damage they
449 * do random, note, this has a weird effect with progressive diseases. 419 * do random, note, this has a weird effect with progressive diseases.
450 */ 420 */
451 if (disease->stats.dam != 0) 421 if (disease->stats.dam)
452 { 422 {
453 int dam = disease->stats.dam; 423 int dam = disease->stats.dam;
454 424
455 /* reduce the damage, on average, 50%, and making things random. */ 425 /* reduce the damage, on average, 50%, and making things random. */
456 426
480 new_symptom->stats.exp = 0; 450 new_symptom->stats.exp = 0;
481 new_symptom->stats.hp = disease->stats.hp; 451 new_symptom->stats.hp = disease->stats.hp;
482 new_symptom->msg = disease->msg; 452 new_symptom->msg = disease->msg;
483 new_symptom->attacktype = disease->attacktype; 453 new_symptom->attacktype = disease->attacktype;
484 new_symptom->other_arch = disease->other_arch; 454 new_symptom->other_arch = disease->other_arch;
455 new_symptom->skill = disease->skill;
485 456
457 new_symptom->move_block = 0;
458
459 victim->head_ ()->insert (new_symptom);
460
461 // ste owner last, as insert clears owner
486 new_symptom->set_owner (disease->owner); 462 new_symptom->set_owner (disease->owner);
487 463
488 if (new_symptom->skill != disease->skill)
489 new_symptom->skill = disease->skill;
490
491 new_symptom->move_block = 0;
492 insert_ob_in_ob (new_symptom, victim);
493 return 1; 464 return 1;
494 } 465 }
495 466
496 /* now deal with progressing diseases: we increase the debility 467 /* now deal with progressing diseases: we increase the debility
497 * caused by the symptoms. 468 * caused by the symptoms.
532 object *walk; 503 object *walk;
533 504
534 /* Don't give immunity to this disease if last_heal is set. */ 505 /* Don't give immunity to this disease if last_heal is set. */
535 if (disease->last_heal) 506 if (disease->last_heal)
536 return 0; 507 return 0;
508
537 /* first, search for an immunity of the same name */ 509 /* first, search for an immunity of the same name */
538 for (walk = disease->env->inv; walk; walk = walk->below) 510 for (walk = disease->env->inv; walk; walk = walk->below)
539 {
540 if (walk->type == 98 && disease->name == walk->name) 511 if (walk->type == 98 && disease->name == walk->name)
541 { 512 {
542 walk->level = disease->level; 513 walk->level = disease->level;
543 return 1; /* just update the existing immunity. */ 514 return 1; /* just update the existing immunity. */
544 } 515 }
545 } 516
546 immunity = get_archetype ("immunity"); 517 immunity = get_archetype ("immunity");
518
547 immunity->name = disease->name; 519 immunity->name = disease->name;
548 immunity->level = disease->level; 520 immunity->level = disease->level;
549 immunity->move_block = 0; 521 immunity->move_block = 0;
522
550 insert_ob_in_ob (immunity, disease->env); 523 insert_ob_in_ob (immunity, disease->env);
524
551 return 1; 525 return 1;
552
553} 526}
554 527
555 528
556/* make the symptom do the nasty things it does */ 529/* make the symptom do the nasty things it does */
557 530
575 548
576 if (symptom->stats.maxsp > 0) 549 if (symptom->stats.maxsp > 0)
577 sp_reduce = symptom->stats.maxsp; 550 sp_reduce = symptom->stats.maxsp;
578 else 551 else
579 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); 552 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
553
580 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); 554 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
581 555
582 /* create the symptom "other arch" object and drop it here 556 /* create the symptom "other arch" object and drop it here
583 * under every part of the monster 557 * under every part of the monster
584 * The victim may well have died. 558 * The victim may well have died.
585 */ 559 */
586
587 if (victim->map == NULL) 560 if (victim->map)
588 return 0; 561 return 0;
562
589 if (symptom->other_arch) 563 if (symptom->other_arch)
590 { 564 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
591 object *tmp;
592
593 tmp = victim;
594 if (tmp->head != NULL)
595 tmp = tmp->head;
596 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
597 { 565 {
598 new_ob = arch_to_object (symptom->other_arch); 566 new_ob = arch_to_object (symptom->other_arch);
599 new_ob->x = tmp->x; 567 new_ob->x = tmp->x;
600 new_ob->y = tmp->y; 568 new_ob->y = tmp->y;
601 new_ob->map = victim->map; 569 new_ob->map = victim->map;
602 insert_ob_in_map (new_ob, victim->map, victim, 0); 570 insert_ob_in_map (new_ob, victim->map, victim, 0);
603 } 571 }
604 } 572
605 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 573 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
606 574
607 return 1; 575 return 1;
608} 576}
609 577

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