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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.11 by root, Wed Dec 13 03:28:42 2006 UTC vs.
Revision 1.37 by root, Thu Aug 23 18:55:02 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the code implementing diseases, 24/* This file contains all the code implementing diseases,
25 except for odds and ends in attack.c and in 25 * except for odds and ends in attack.c and in
26 living.c*/ 26 * living.c
27 27 */
28
29 28
30/* 29/*
31 30
32For DISEASES: 31For DISEASES:
33Stat Property Definition 32Stat Property Definition
45dam^ Damage How much damage it does (%?). 44dam^ Damage How much damage it does (%?).
46maxgrace+ Duration How long before the disease is naturally cured. 45maxgrace+ Duration How long before the disease is naturally cured.
47food DurCount Counter for Duration 46food DurCount Counter for Duration
48 47
49speed Speed How often the disease moves. 48speed Speed How often the disease moves.
50last_sp^ Lethargy Percentage of max speed--10 = 10% speed. 49last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
51 50
52maxsp^ Mana deplete Saps mana. 51maxsp^ Mana deplete Saps mana.
53ac^ Progressiveness How the diseases increases in severity. 52ac^ Progressiveness How the diseases increases in severity.
54last_eat*^ Deplete food saps food if negative 53last_eat*^ Deplete food saps food if negative
55last_heal GrantImmunity If nonzero, disease does NOT grant immunity 54last_heal GrantImmunity If nonzero, disease does NOT grant immunity
126 125
127 126
128#include <global.h> 127#include <global.h>
129#include <object.h> 128#include <object.h>
130#include <living.h> 129#include <living.h>
131#ifndef __CEXTRACT__
132# include <sproto.h> 130#include <sproto.h>
133#endif
134#include <spells.h> 131#include <spells.h>
135#include <sounds.h> 132#include <sounds.h>
136#include <skills.h> 133#include <skills.h>
137 134
138/* IMPLEMENTATION NOTES 135/* IMPLEMENTATION NOTES
150 return 0; 147 return 0;
151 148
152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 149 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
153 return 1; 150 return 1;
154 151
155 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) 152 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
156 return 1; 153 return 1;
157 154
158 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) 155 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
159 return 1; 156 return 1;
160 157
166{ 163{
167 /* first task is to determine if the disease is inside or outside of someone. 164 /* first task is to determine if the disease is inside or outside of someone.
168 * If outside, we decrement 'value' until we're gone. 165 * If outside, we decrement 'value' until we're gone.
169 */ 166 */
170 167
171 if (disease->env == NULL) 168 if (!disease->env)
172 { /* we're outside of someone */ 169 { /* we're outside of someone */
173 if (disease->stats.maxhp > 0) 170 if (disease->stats.maxhp > 0)
174 disease->value--; 171 disease->value--;
175 172
176 if (disease->value == 0) 173 if (!disease->value)
177 { 174 {
178 disease->destroy (); 175 disease->destroy ();
179 return 1; 176 return 1;
180 } 177 }
181 } 178 }
182 else 179 else
183 { 180 {
184 /* if we're inside a person, have the disease run its course */ 181 /* if we're inside a person, have the disease run its course */
185 /* negative foods denote "perpetual" diseases. */ 182 /* negative/zero food denotes "perpetual" diseases. */
186 if (disease->stats.food > 0) 183 if (disease->stats.food > 0)
187 { 184 {
188 disease->stats.food--; 185 disease->stats.food--;
189 186
190 if (disease->stats.food == 0) 187 if (!disease->stats.food)
191 { 188 {
192 remove_symptoms (disease); /* remove the symptoms of this disease */ 189 remove_symptoms (disease); /* remove the symptoms of this disease */
193 grant_immunity (disease); 190 grant_immunity (disease);
194 disease->destroy (); 191 disease->destroy ();
195 return 1; 192 return 1;
226 223
227 symptom->destroy (); 224 symptom->destroy ();
228 } 225 }
229 226
230 if (victim) 227 if (victim)
231 fix_player (victim); 228 victim->update_stats ();
229
232 return 0; 230 return 0;
233} 231}
234 232
235/* argument is a disease */ 233/* argument is a disease */
236object * 234object *
237find_symptom (object *disease) 235find_symptom (object *disease)
238{ 236{
239 object *walk;
240
241 /* check the inventory for symptoms */ 237 /* check the inventory for symptoms */
242 for (walk = disease->env->inv; walk; walk = walk->below) 238 for (object *walk = disease->env->inv; walk; walk = walk->below)
243 if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM) 239 if (walk->name == disease->name && walk->type == SYMPTOM)
244 return walk; 240 return walk;
241
245 return NULL; 242 return NULL;
246} 243}
247 244
248/* searches around for more victims to infect */ 245/* searches around for more victims to infect */
249int 246int
276 { 273 {
277 sint16 i2, j2; 274 sint16 i2, j2;
278 mflags = get_map_flags (map, &map2, i, j, &i2, &j2); 275 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
279 276
280 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 277 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
281 for (tmp = get_map_ob (map2, i2, j2); tmp; tmp = tmp->above) 278 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above)
282 infect_object (tmp, disease, 0); 279 infect_object (tmp, disease, 0);
283 } 280 }
284 281
285 return 1; 282 return 1;
286} 283}
287
288 284
289/* check to see if an object is infectable: 285/* check to see if an object is infectable:
290 * objects with immunity aren't infectable. 286 * objects with immunity aren't infectable.
291 * objects already infected aren't infectable. 287 * objects already infected aren't infectable.
292 * dead objects aren't infectable. 288 * dead objects aren't infectable.
311 /* roll the dice on infection before doing the inventory check! */ 307 /* roll the dice on infection before doing the inventory check! */
312 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))
313 return 0; 309 return 0;
314 310
315 /* do an immunity check */ 311 /* do an immunity check */
316 if (victim->head)
317 tmp = victim->head->inv;
318 else
319 tmp = victim->inv;
320 312
321 /* 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
322 * 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
323 * result in a person with multiple afflictions of the same disease 315 * result in a person with multiple afflictions of the same disease
324 * (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
325 * 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
326 * if you diseased, you can't get diseased more. 318 * if you diseased, you can't get diseased more.
327 */ 319 */
328 320
329 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 321 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
330 {
331 if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 322 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
332 return 0; /*Immune! */ 323 return 0; /* Immune! */
333 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) 324 else if (tmp->type == DISEASE && tmp->name == disease->name)
334 return 0; /* already diseased */ 325 return 0; /* already diseased */
335 }
336 326
337 /* 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
338 new_disease = disease->clone (); 329 new_disease = disease->clone ();
330
339 new_disease->stats.food = disease->stats.maxgrace; 331 new_disease->stats.food = disease->stats.maxgrace;
340 new_disease->value = disease->stats.maxhp; 332 new_disease->value = disease->stats.maxhp;
341 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 333 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
342 334
343 /* Unfortunately, set_owner does the wrong thing to the skills pointers
344 * resulting in exp going into the owners *current* chosen skill.
345 */
346
347 if (disease->owner)
348 {
349 new_disease->set_owner (disease->owner);
350
351 /* Only need to update skill if different */
352 if (new_disease->skill != disease->skill)
353 new_disease->skill = disease->skill;
354 }
355 else
356 { /* for diseases which are passed by hitting, set owner and praying skill */
357 if (disease->env && disease->env->type == PLAYER)
358 {
359 object *player = disease->env;
360
361 new_disease->set_owner (player);
362
363 /* the skill pointer for these diseases should already be set up -
364 * hardcoding in 'praying' is not the right approach.
365 */
366 }
367 }
368
369 insert_ob_in_ob (new_disease, victim);
370 /* This appears to be a horrible case of overloading 'NO_PASS' 335 /* This appears to be a horrible case of overloading 'NO_PASS'
371 * for meaning in the diseases. 336 * for meaning in the diseases.
372 */ 337 */
373 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
374 if (new_disease->owner && new_disease->owner->type == PLAYER) 349 if (new_disease->owner && new_disease->owner->type == PLAYER)
375 { 350 {
376 char buf[128]; 351 const char *buf;
377 352
378 /* 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
379 * This messages is printed in the form MESSAGE victim 354 * This messages is printed in the form MESSAGE victim
380 */ 355 */
381 if (new_disease->title) 356 if (new_disease->title)
382 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 357 buf = format ("%s %s!!", &disease->title, &victim->name);
383 else 358 else
384 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);
385 360
386 if (victim->type == PLAYER) 361 if (victim->type == PLAYER)
387 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);
388 else 363 else
389 new_draw_info (0, 4, new_disease->owner, buf); 364 new_draw_info (0, 4, new_disease->owner, buf);
390 } 365 }
366
391 if (victim->type == PLAYER) 367 if (victim->type == PLAYER)
392 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.");
393 369
394 return 1; 370 return 1;
395
396} 371}
397
398
399 372
400/* this function monitors the symptoms caused by the disease (if any), 373/* this function monitors the symptoms caused by the disease (if any),
401causes symptoms, and modifies existing symptoms in the case of 374causes symptoms, and modifies existing symptoms in the case of
402existing diseases. */ 375existing diseases. */
403
404int 376int
405do_symptoms (object *disease) 377do_symptoms (object *disease)
406{ 378{
407 object *symptom; 379 object *symptom;
408 object *victim; 380 object *victim;
409 object *tmp; 381 object *tmp;
410 382
411 victim = disease->env; 383 victim = disease->env;
384
385 if (!victim)
386 return 0; /* no-one to inflict symptoms on */
412 387
413 /* This is a quick hack - for whatever reason, disease->env will point 388 /* This is a quick hack - for whatever reason, disease->env will point
414 * back to disease, causing endless loops. Why this happens really needs 389 * back to disease, causing endless loops. Why this happens really needs
415 * to be found, but this should at least prevent the infinite loops. 390 * to be found, but this should at least prevent the infinite loops.
416 */ 391 */
417 392 //TODO: should no longer be the case, monitor, and remove
418 if (victim == NULL || victim == disease) 393 if (victim == disease)
419 return 0; /* no-one to inflict symptoms on */ 394 {
395 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
396 return 0;
397 }
420 398
421 symptom = find_symptom (disease); 399 symptom = find_symptom (disease);
422 if (symptom == NULL) 400 if (!symptom)
423 { 401 {
424 /* no symptom? need to generate one! */ 402 /* no symptom? need to generate one! */
425 object *new_symptom;
426 403
427 /* 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! */
428 if (!is_susceptible_to_disease (victim, disease)) 405 if (!is_susceptible_to_disease (victim, disease))
429 return 0; 406 return 0;
430 407
431 /* check for an actual immunity */ 408 /* check for an actual immunity */
432 /* do an immunity check */ 409 /* do an immunity check */
433 if (victim->head) 410 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
434 tmp = victim->head->inv;
435 else
436 tmp = victim->inv;
437
438 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below)
439 {
440 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 411 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
441 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 412 if (tmp->name == disease->name && tmp->level >= disease->level)
442 return 0; /*Immune! */ 413 return 0; /* Immune! */
443 }
444 414
445 new_symptom = get_archetype (ARCH_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
457 dam = random_roll (1, FABS (dam), victim, PREFER_LOW); 427 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
458 if (disease->stats.dam < 0) 428 if (disease->stats.dam < 0)
459 dam = -dam; 429 dam = -dam;
430
460 new_symptom->stats.dam = dam; 431 new_symptom->stats.dam = dam;
461 } 432 }
462 433
463
464 new_symptom->stats.maxsp = disease->stats.maxsp; 434 new_symptom->stats.maxsp = disease->stats.maxsp;
465 new_symptom->stats.food = new_symptom->stats.maxgrace; 435 new_symptom->stats.food = new_symptom->stats.maxgrace;
466 436
467 new_symptom->name = new_symptom->name_pl = disease->name; 437 new_symptom->name = new_symptom->name_pl = disease->name;
468 438
469 new_symptom->level = disease->level; 439 new_symptom->level = disease->level;
470 new_symptom->speed = disease->speed; 440 new_symptom->speed = disease->speed;
471 new_symptom->value = 0; 441 new_symptom->value = 0;
442
443 for (int i = 0; i < NUM_STATS; ++i)
472 new_symptom->stats.Str = disease->stats.Str; 444 new_symptom->stats.stat (i) = disease->stats.stat (i);
473 new_symptom->stats.Dex = disease->stats.Dex; 445
474 new_symptom->stats.Con = disease->stats.Con;
475 new_symptom->stats.Wis = disease->stats.Wis;
476 new_symptom->stats.Int = disease->stats.Int;
477 new_symptom->stats.Pow = disease->stats.Pow;
478 new_symptom->stats.Cha = disease->stats.Cha;
479 new_symptom->stats.sp = disease->stats.sp; 446 new_symptom->stats.sp = disease->stats.sp;
480 new_symptom->stats.food = disease->last_eat; 447 new_symptom->stats.food = disease->last_eat;
481 new_symptom->stats.maxsp = disease->stats.maxsp; 448 new_symptom->stats.maxsp = disease->stats.maxsp;
482 new_symptom->last_sp = disease->last_sp; 449 new_symptom->last_sp = disease->last_sp;
483 new_symptom->stats.exp = 0; 450 new_symptom->stats.exp = 0;
484 new_symptom->stats.hp = disease->stats.hp; 451 new_symptom->stats.hp = disease->stats.hp;
485 new_symptom->msg = disease->msg; 452 new_symptom->msg = disease->msg;
486 new_symptom->attacktype = disease->attacktype; 453 new_symptom->attacktype = disease->attacktype;
487 new_symptom->other_arch = disease->other_arch; 454 new_symptom->other_arch = disease->other_arch;
455 new_symptom->skill = disease->skill;
488 456
457 new_symptom->move_block = 0;
458
459 victim->head_ ()->insert (new_symptom);
460
461 // set owner last, as insert clears owner
489 new_symptom->set_owner (disease->owner); 462 new_symptom->set_owner (disease->owner);
490 463
491 if (new_symptom->skill != disease->skill)
492 new_symptom->skill = disease->skill;
493
494 new_symptom->move_block = 0;
495 insert_ob_in_ob (new_symptom, victim);
496 return 1; 464 return 1;
497 } 465 }
498 466
499 /* now deal with progressing diseases: we increase the debility 467 /* now deal with progressing diseases: we increase the debility
500 * caused by the symptoms. 468 * caused by the symptoms.
501 */ 469 */
502
503 if (disease->stats.ac != 0) 470 if (disease->stats.ac)
504 { 471 {
505 float scale; 472 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
506 473
507 symptom->value += disease->stats.ac;
508 scale = 1.0 + symptom->value / 100.0; 474 float scale = 1.f + symptom->value / 100.f;
475
509 /* now rescale all the debilities */ 476 /* now rescale all the debilities */
510 symptom->stats.Str = (int) (scale * disease->stats.Str); 477 for (int i = 0; i < NUM_STATS; ++i)
511 symptom->stats.Dex = (int) (scale * disease->stats.Dex); 478 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
512 symptom->stats.Con = (int) (scale * disease->stats.Con); 479
513 symptom->stats.Wis = (int) (scale * disease->stats.Wis);
514 symptom->stats.Int = (int) (scale * disease->stats.Int);
515 symptom->stats.Pow = (int) (scale * disease->stats.Pow);
516 symptom->stats.Cha = (int) (scale * disease->stats.Cha);
517 symptom->stats.dam = (int) (scale * disease->stats.dam); 480 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
518 symptom->stats.sp = (int) (scale * disease->stats.sp);
519 symptom->stats.food = (int) (scale * disease->last_eat); 481 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
520 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); 482 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
521 symptom->last_sp = (int) (scale * disease->last_sp); 483 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
484 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
522 symptom->stats.exp = 0; 485 symptom->stats.exp = 0;
523 symptom->stats.hp = (int) (scale * disease->stats.hp); 486 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
524 symptom->msg = disease->msg; 487 symptom->msg = disease->msg;
525 symptom->attacktype = disease->attacktype; 488 symptom->attacktype = disease->attacktype;
526 symptom->other_arch = disease->other_arch; 489 symptom->other_arch = disease->other_arch;
527 } 490 }
491
528 SET_FLAG (symptom, FLAG_APPLIED); 492 SET_FLAG (symptom, FLAG_APPLIED);
529 fix_player (victim); 493 victim->update_stats ();
494
530 return 1; 495 return 1;
531} 496}
532
533 497
534/* grants immunity to plagues we've seen before. */ 498/* grants immunity to plagues we've seen before. */
535int 499int
536grant_immunity (object *disease) 500grant_immunity (object *disease)
537{ 501{
539 object *walk; 503 object *walk;
540 504
541 /* 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. */
542 if (disease->last_heal) 506 if (disease->last_heal)
543 return 0; 507 return 0;
508
544 /* first, search for an immunity of the same name */ 509 /* first, search for an immunity of the same name */
545 for (walk = disease->env->inv; walk; walk = walk->below) 510 for (walk = disease->env->inv; walk; walk = walk->below)
546 {
547 if (walk->type == 98 && !strcmp (disease->name, walk->name)) 511 if (walk->type == 98 && disease->name == walk->name)
548 { 512 {
549 walk->level = disease->level; 513 walk->level = disease->level;
550 return 1; /* just update the existing immunity. */ 514 return 1; /* just update the existing immunity. */
551 } 515 }
552 } 516
553 immunity = get_archetype ("immunity"); 517 immunity = get_archetype ("immunity");
518
554 immunity->name = disease->name; 519 immunity->name = disease->name;
555 immunity->level = disease->level; 520 immunity->level = disease->level;
556 immunity->move_block = 0; 521 immunity->move_block = 0;
522
557 insert_ob_in_ob (immunity, disease->env); 523 insert_ob_in_ob (immunity, disease->env);
524
558 return 1; 525 return 1;
559
560} 526}
561
562 527
563/* make the symptom do the nasty things it does */ 528/* make the symptom do the nasty things it does */
564
565int 529int
566move_symptom (object *symptom) 530move_symptom (object *symptom)
567{ 531{
568 object *victim = symptom->env; 532 object *victim = symptom->env;
569 object *new_ob; 533 object *new_ob;
570 int sp_reduce; 534 int sp_reduce;
571 535
572 if (victim == NULL || victim->map == NULL) 536 if (!victim || !victim->map)
573 { /* outside a monster/player, die immediately */ 537 { /* outside a monster/player, die immediately */
574 symptom->destroy (); 538 symptom->destroy ();
575 return 0; 539 return 0;
576 } 540 }
577 541
578 if (symptom->stats.dam > 0) 542 if (symptom->stats.dam > 0)
579 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 543 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
580 else 544 else
581 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); 545 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
582 546
583 if (symptom->stats.maxsp > 0) 547 if (symptom->stats.maxsp > 0)
584 sp_reduce = symptom->stats.maxsp; 548 sp_reduce = symptom->stats.maxsp;
585 else 549 else
586 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); 550 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
551
587 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); 552 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
588 553
589 /* create the symptom "other arch" object and drop it here 554 /* create the symptom "other arch" object and drop it here
590 * under every part of the monster 555 * under every part of the monster
591 * The victim may well have died. 556 * The victim may well have died.
592 */ 557 */
593
594 if (victim->map == NULL)
595 return 0;
596 if (symptom->other_arch) 558 if (symptom->other_arch && victim->map)
597 { 559 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
598 object *tmp;
599
600 tmp = victim;
601 if (tmp->head != NULL)
602 tmp = tmp->head;
603 for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more)
604 { 560 {
605 new_ob = arch_to_object (symptom->other_arch); 561 new_ob = arch_to_object (symptom->other_arch);
606 new_ob->x = tmp->x; 562 new_ob->x = tmp->x;
607 new_ob->y = tmp->y; 563 new_ob->y = tmp->y;
608 new_ob->map = victim->map; 564 new_ob->map = victim->map;
609 insert_ob_in_map (new_ob, victim->map, victim, 0); 565 insert_ob_in_map (new_ob, victim->map, victim, 0);
610 } 566 }
611 } 567
612 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 568 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
613 569
614 return 1; 570 return 1;
615} 571}
616 572
617
618/* possibly infect due to direct physical contact 573/* possibly infect due to direct physical contact
619 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 574 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
620
621int 575int
622check_physically_infect (object *victim, object *hitter) 576check_physically_infect (object *victim, object *hitter)
623{ 577{
624 object *walk;
625
626 /* search for diseases, give every disease a chance to infect */ 578 /* search for diseases, give every disease a chance to infect */
627 for (walk = hitter->inv; walk != NULL; walk = walk->below) 579 for (object *disease = hitter->inv; disease; disease = disease->below)
628 if (walk->type == DISEASE) 580 if (disease->type == DISEASE)
629 infect_object (victim, walk, 0); 581 infect_object (victim, disease, 0);
582
630 return 1; 583 return 1;
631} 584}
632 585
633/* find a disease in someone*/ 586// find a disease in someone
634object * 587object *
635find_disease (object *victim) 588find_disease (object *victim)
636{ 589{
637 object *walk; 590 for (object *disease = victim->inv; disease; disease = disease->below)
638
639 for (walk = victim->inv; walk; walk = walk->below)
640 if (walk->type == DISEASE) 591 if (disease->type == DISEASE)
641 return walk; 592 return disease;
593
642 return NULL; 594 return 0;
643} 595}
644 596
645/* do the cure disease stuff, from the spell "cure disease" */ 597/* do the cure disease stuff, from the spell "cure disease" */
646
647int 598int
648cure_disease (object *sufferer, object *caster) 599cure_disease (object *sufferer, object *caster)
649{ 600{
650 object *disease, *next; 601 object *disease, *next;
651 int casting_level; 602 int casting_level;
660 { 611 {
661 next = disease->below; 612 next = disease->below;
662 613
663 if (disease->type == DISEASE) 614 if (disease->type == DISEASE)
664 { /* attempt to cure this disease */ 615 { /* attempt to cure this disease */
665 /* If caster lvel is higher than disease level, cure chance 616 /* If caster level is higher than disease level, cure chance
666 * is automatic. If lower, then the chance is basically 617 * is automatic. If lower, then the chance is basically
667 * 1 in level_diff - if there is a 5 level difference, chance 618 * 1 in level_diff - if there is a 5 level difference, chance
668 * is 1 in 5. 619 * is 1 in 5.
669 */ 620 */
670 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 621 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
671 { 622 {
672
673 remove_symptoms (disease); 623 remove_symptoms (disease);
674 cure = 1; 624 cure = 1;
675 625
676 if (caster) 626 if (caster)
677 change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); 627 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0);
678 628
679 disease->destroy (); 629 disease->destroy ();
680 } 630 }
681 } 631 }
682 } 632 }
633
683 if (cure) 634 if (cure)
684 { 635 {
685 /* Only draw these messages once */ 636 /* Only draw these messages once */
686 if (caster) 637 if (caster)
687 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); 638 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
639
688 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); 640 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
689 } 641 }
642
690 return 1; 643 return 1;
691} 644}
692 645
693/* reduces disease progression: reduce_symptoms 646/* reduces disease progression: reduce_symptoms
694 * return true if we actually reduce a disease. 647 * return true if we actually reduce a disease.
695 */ 648 */
696
697int 649int
698reduce_symptoms (object *sufferer, int reduction) 650reduce_symptoms (object *sufferer, int reduction)
699{ 651{
700 object *walk; 652 object *walk;
701 int success = 0; 653 int success = 0;
705 if (walk->type == SYMPTOM) 657 if (walk->type == SYMPTOM)
706 { 658 {
707 if (walk->value > 0) 659 if (walk->value > 0)
708 { 660 {
709 success = 1; 661 success = 1;
710 walk->value = MAX (0, walk->value - 2 * reduction); 662 walk->value = max (0, walk->value - 2 * reduction);
711 /* give the disease time to modify this symptom, 663 /* give the disease time to modify this symptom,
712 * and reduce its severity. */ 664 * and reduce its severity. */
713 walk->speed_left = 0; 665 walk->speed_left = 0;
714 } 666 }
715 } 667 }
716 } 668 }
669
717 if (success) 670 if (success)
718 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 671 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
672
719 return success; 673 return success;
720} 674}

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