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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.14 by root, Tue Dec 26 08:54:59 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
148 return 0; 147 return 0;
149 148
150 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 149 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
151 return 1; 150 return 1;
152 151
153 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) 152 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
154 return 1; 153 return 1;
155 154
156 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))
157 return 1; 156 return 1;
158 157
164{ 163{
165 /* 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.
166 * If outside, we decrement 'value' until we're gone. 165 * If outside, we decrement 'value' until we're gone.
167 */ 166 */
168 167
169 if (disease->env == NULL) 168 if (!disease->env)
170 { /* we're outside of someone */ 169 { /* we're outside of someone */
171 if (disease->stats.maxhp > 0) 170 if (disease->stats.maxhp > 0)
172 disease->value--; 171 disease->value--;
173 172
174 if (disease->value == 0) 173 if (!disease->value)
175 { 174 {
176 disease->destroy (); 175 disease->destroy ();
177 return 1; 176 return 1;
178 } 177 }
179 } 178 }
180 else 179 else
181 { 180 {
182 /* 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 */
183 /* negative foods denote "perpetual" diseases. */ 182 /* negative/zero food denotes "perpetual" diseases. */
184 if (disease->stats.food > 0) 183 if (disease->stats.food > 0)
185 { 184 {
186 disease->stats.food--; 185 disease->stats.food--;
187 186
188 if (disease->stats.food == 0) 187 if (!disease->stats.food)
189 { 188 {
190 remove_symptoms (disease); /* remove the symptoms of this disease */ 189 remove_symptoms (disease); /* remove the symptoms of this disease */
191 grant_immunity (disease); 190 grant_immunity (disease);
192 disease->destroy (); 191 disease->destroy ();
193 return 1; 192 return 1;
225 symptom->destroy (); 224 symptom->destroy ();
226 } 225 }
227 226
228 if (victim) 227 if (victim)
229 victim->update_stats (); 228 victim->update_stats ();
229
230 return 0; 230 return 0;
231} 231}
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 (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM) 239 if (walk->name == disease->name && walk->type == SYMPTOM)
242 return walk; 240 return walk;
241
243 return NULL; 242 return NULL;
244} 243}
245 244
246/* searches around for more victims to infect */ 245/* searches around for more victims to infect */
247int 246int
280 infect_object (tmp, disease, 0); 279 infect_object (tmp, disease, 0);
281 } 280 }
282 281
283 return 1; 282 return 1;
284} 283}
285
286 284
287/* check to see if an object is infectable: 285/* check to see if an object is infectable:
288 * objects with immunity aren't infectable. 286 * objects with immunity aren't infectable.
289 * objects already infected aren't infectable. 287 * objects already infected aren't infectable.
290 * dead objects aren't infectable. 288 * dead objects aren't infectable.
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 initialized in if, above */ ; tmp; tmp = tmp->below) 321 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
328 {
329 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)
330 return 0; /*Immune! */ 323 return 0; /* Immune! */
331 else if (tmp->type == DISEASE && !strcmp (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);
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);
388 } 365 }
366
389 if (victim->type == PLAYER) 367 if (victim->type == PLAYER)
390 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.");
391 369
392 return 1; 370 return 1;
393
394} 371}
395
396
397 372
398/* this function monitors the symptoms caused by the disease (if any), 373/* this function monitors the symptoms caused by the disease (if any),
399causes symptoms, and modifies existing symptoms in the case of 374causes symptoms, and modifies existing symptoms in the case of
400existing diseases. */ 375existing diseases. */
401
402int 376int
403do_symptoms (object *disease) 377do_symptoms (object *disease)
404{ 378{
405 object *symptom; 379 object *symptom;
406 object *victim; 380 object *victim;
407 object *tmp; 381 object *tmp;
408 382
409 victim = disease->env; 383 victim = disease->env;
384
385 if (!victim)
386 return 0; /* no-one to inflict symptoms on */
410 387
411 /* 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
412 * back to disease, causing endless loops. Why this happens really needs 389 * back to disease, causing endless loops. Why this happens really needs
413 * 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.
414 */ 391 */
415 392 //TODO: should no longer be the case, monitor, and remove
416 if (victim == NULL || victim == disease) 393 if (victim == disease)
417 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 }
418 398
419 symptom = find_symptom (disease); 399 symptom = find_symptom (disease);
420 if (symptom == NULL) 400 if (!symptom)
421 { 401 {
422 /* no symptom? need to generate one! */ 402 /* no symptom? need to generate one! */
423 object *new_symptom;
424 403
425 /* 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! */
426 if (!is_susceptible_to_disease (victim, disease)) 405 if (!is_susceptible_to_disease (victim, disease))
427 return 0; 406 return 0;
428 407
429 /* check for an actual immunity */ 408 /* check for an actual immunity */
430 /* do an immunity check */ 409 /* do an immunity check */
431 if (victim->head) 410 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
432 tmp = victim->head->inv;
433 else
434 tmp = victim->inv;
435
436 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below)
437 {
438 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 411 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
439 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 412 if (tmp->name == disease->name && tmp->level >= disease->level)
440 return 0; /*Immune! */ 413 return 0; /* Immune! */
441 }
442 414
443 new_symptom = get_archetype (ARCH_SYMPTOM); 415 object *new_symptom = get_archetype ("symptom");
444 416
445 /* Something special done with dam. We want diseases to be more 417 /* Something special done with dam. We want diseases to be more
446 * 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
447 * do random, note, this has a weird effect with progressive diseases. 419 * do random, note, this has a weird effect with progressive diseases.
448 */ 420 */
449 if (disease->stats.dam != 0) 421 if (disease->stats.dam)
450 { 422 {
451 int dam = disease->stats.dam; 423 int dam = disease->stats.dam;
452 424
453 /* reduce the damage, on average, 50%, and making things random. */ 425 /* reduce the damage, on average, 50%, and making things random. */
454 426
455 dam = random_roll (1, FABS (dam), victim, PREFER_LOW); 427 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
456 if (disease->stats.dam < 0) 428 if (disease->stats.dam < 0)
457 dam = -dam; 429 dam = -dam;
430
458 new_symptom->stats.dam = dam; 431 new_symptom->stats.dam = dam;
459 } 432 }
460 433
461
462 new_symptom->stats.maxsp = disease->stats.maxsp; 434 new_symptom->stats.maxsp = disease->stats.maxsp;
463 new_symptom->stats.food = new_symptom->stats.maxgrace; 435 new_symptom->stats.food = new_symptom->stats.maxgrace;
464 436
465 new_symptom->name = new_symptom->name_pl = disease->name; 437 new_symptom->name = new_symptom->name_pl = disease->name;
466 438
467 new_symptom->level = disease->level; 439 new_symptom->level = disease->level;
468 new_symptom->speed = disease->speed; 440 new_symptom->speed = disease->speed;
469 new_symptom->value = 0; 441 new_symptom->value = 0;
442
443 for (int i = 0; i < NUM_STATS; ++i)
470 new_symptom->stats.Str = disease->stats.Str; 444 new_symptom->stats.stat (i) = disease->stats.stat (i);
471 new_symptom->stats.Dex = disease->stats.Dex; 445
472 new_symptom->stats.Con = disease->stats.Con;
473 new_symptom->stats.Wis = disease->stats.Wis;
474 new_symptom->stats.Int = disease->stats.Int;
475 new_symptom->stats.Pow = disease->stats.Pow;
476 new_symptom->stats.Cha = disease->stats.Cha;
477 new_symptom->stats.sp = disease->stats.sp; 446 new_symptom->stats.sp = disease->stats.sp;
478 new_symptom->stats.food = disease->last_eat; 447 new_symptom->stats.food = disease->last_eat;
479 new_symptom->stats.maxsp = disease->stats.maxsp; 448 new_symptom->stats.maxsp = disease->stats.maxsp;
480 new_symptom->last_sp = disease->last_sp; 449 new_symptom->last_sp = disease->last_sp;
481 new_symptom->stats.exp = 0; 450 new_symptom->stats.exp = 0;
482 new_symptom->stats.hp = disease->stats.hp; 451 new_symptom->stats.hp = disease->stats.hp;
483 new_symptom->msg = disease->msg; 452 new_symptom->msg = disease->msg;
484 new_symptom->attacktype = disease->attacktype; 453 new_symptom->attacktype = disease->attacktype;
485 new_symptom->other_arch = disease->other_arch; 454 new_symptom->other_arch = disease->other_arch;
455 new_symptom->skill = disease->skill;
486 456
457 new_symptom->move_block = 0;
458
459 victim->head_ ()->insert (new_symptom);
460
461 // set owner last, as insert clears owner
487 new_symptom->set_owner (disease->owner); 462 new_symptom->set_owner (disease->owner);
488 463
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; 464 return 1;
495 } 465 }
496 466
497 /* now deal with progressing diseases: we increase the debility 467 /* now deal with progressing diseases: we increase the debility
498 * caused by the symptoms. 468 * caused by the symptoms.
499 */ 469 */
500
501 if (disease->stats.ac != 0) 470 if (disease->stats.ac)
502 { 471 {
503 float scale; 472 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
504 473
505 symptom->value += disease->stats.ac;
506 scale = 1.0 + symptom->value / 100.0; 474 float scale = 1.f + symptom->value / 100.f;
475
507 /* now rescale all the debilities */ 476 /* now rescale all the debilities */
508 symptom->stats.Str = (int) (scale * disease->stats.Str); 477 for (int i = 0; i < NUM_STATS; ++i)
509 symptom->stats.Dex = (int) (scale * disease->stats.Dex); 478 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
510 symptom->stats.Con = (int) (scale * disease->stats.Con); 479
511 symptom->stats.Wis = (int) (scale * disease->stats.Wis);
512 symptom->stats.Int = (int) (scale * disease->stats.Int);
513 symptom->stats.Pow = (int) (scale * disease->stats.Pow);
514 symptom->stats.Cha = (int) (scale * disease->stats.Cha);
515 symptom->stats.dam = (int) (scale * disease->stats.dam); 480 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
516 symptom->stats.sp = (int) (scale * disease->stats.sp);
517 symptom->stats.food = (int) (scale * disease->last_eat); 481 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
518 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); 482 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
519 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);
520 symptom->stats.exp = 0; 485 symptom->stats.exp = 0;
521 symptom->stats.hp = (int) (scale * disease->stats.hp); 486 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
522 symptom->msg = disease->msg; 487 symptom->msg = disease->msg;
523 symptom->attacktype = disease->attacktype; 488 symptom->attacktype = disease->attacktype;
524 symptom->other_arch = disease->other_arch; 489 symptom->other_arch = disease->other_arch;
525 } 490 }
491
526 SET_FLAG (symptom, FLAG_APPLIED); 492 SET_FLAG (symptom, FLAG_APPLIED);
527 victim->update_stats (); 493 victim->update_stats ();
494
528 return 1; 495 return 1;
529} 496}
530
531 497
532/* grants immunity to plagues we've seen before. */ 498/* grants immunity to plagues we've seen before. */
533int 499int
534grant_immunity (object *disease) 500grant_immunity (object *disease)
535{ 501{
537 object *walk; 503 object *walk;
538 504
539 /* 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. */
540 if (disease->last_heal) 506 if (disease->last_heal)
541 return 0; 507 return 0;
508
542 /* first, search for an immunity of the same name */ 509 /* first, search for an immunity of the same name */
543 for (walk = disease->env->inv; walk; walk = walk->below) 510 for (walk = disease->env->inv; walk; walk = walk->below)
544 {
545 if (walk->type == 98 && !strcmp (disease->name, walk->name)) 511 if (walk->type == 98 && disease->name == walk->name)
546 { 512 {
547 walk->level = disease->level; 513 walk->level = disease->level;
548 return 1; /* just update the existing immunity. */ 514 return 1; /* just update the existing immunity. */
549 } 515 }
550 } 516
551 immunity = get_archetype ("immunity"); 517 immunity = get_archetype ("immunity");
518
552 immunity->name = disease->name; 519 immunity->name = disease->name;
553 immunity->level = disease->level; 520 immunity->level = disease->level;
554 immunity->move_block = 0; 521 immunity->move_block = 0;
522
555 insert_ob_in_ob (immunity, disease->env); 523 insert_ob_in_ob (immunity, disease->env);
524
556 return 1; 525 return 1;
557
558} 526}
559
560 527
561/* make the symptom do the nasty things it does */ 528/* make the symptom do the nasty things it does */
562
563int 529int
564move_symptom (object *symptom) 530move_symptom (object *symptom)
565{ 531{
566 object *victim = symptom->env; 532 object *victim = symptom->env;
567 object *new_ob; 533 object *new_ob;
568 int sp_reduce; 534 int sp_reduce;
569 535
570 if (victim == NULL || victim->map == NULL) 536 if (!victim || !victim->map)
571 { /* outside a monster/player, die immediately */ 537 { /* outside a monster/player, die immediately */
572 symptom->destroy (); 538 symptom->destroy ();
573 return 0; 539 return 0;
574 } 540 }
575 541
576 if (symptom->stats.dam > 0) 542 if (symptom->stats.dam > 0)
577 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 543 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
578 else 544 else
579 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);
580 546
581 if (symptom->stats.maxsp > 0) 547 if (symptom->stats.maxsp > 0)
582 sp_reduce = symptom->stats.maxsp; 548 sp_reduce = symptom->stats.maxsp;
583 else 549 else
584 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
585 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); 552 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
586 553
587 /* create the symptom "other arch" object and drop it here 554 /* create the symptom "other arch" object and drop it here
588 * under every part of the monster 555 * under every part of the monster
589 * The victim may well have died. 556 * The victim may well have died.
590 */ 557 */
591
592 if (victim->map == NULL)
593 return 0;
594 if (symptom->other_arch) 558 if (symptom->other_arch && victim->map)
595 { 559 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
596 object *tmp;
597
598 tmp = victim;
599 if (tmp->head != NULL)
600 tmp = tmp->head;
601 for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more)
602 { 560 {
603 new_ob = arch_to_object (symptom->other_arch); 561 new_ob = arch_to_object (symptom->other_arch);
604 new_ob->x = tmp->x; 562 new_ob->x = tmp->x;
605 new_ob->y = tmp->y; 563 new_ob->y = tmp->y;
606 new_ob->map = victim->map; 564 new_ob->map = victim->map;
607 insert_ob_in_map (new_ob, victim->map, victim, 0); 565 insert_ob_in_map (new_ob, victim->map, victim, 0);
608 } 566 }
609 } 567
610 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 568 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
611 569
612 return 1; 570 return 1;
613} 571}
614 572
615
616/* possibly infect due to direct physical contact 573/* possibly infect due to direct physical contact
617 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 574 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
618
619int 575int
620check_physically_infect (object *victim, object *hitter) 576check_physically_infect (object *victim, object *hitter)
621{ 577{
622 object *walk;
623
624 /* search for diseases, give every disease a chance to infect */ 578 /* search for diseases, give every disease a chance to infect */
625 for (walk = hitter->inv; walk != NULL; walk = walk->below) 579 for (object *disease = hitter->inv; disease; disease = disease->below)
626 if (walk->type == DISEASE) 580 if (disease->type == DISEASE)
627 infect_object (victim, walk, 0); 581 infect_object (victim, disease, 0);
582
628 return 1; 583 return 1;
629} 584}
630 585
631/* find a disease in someone*/ 586// find a disease in someone
632object * 587object *
633find_disease (object *victim) 588find_disease (object *victim)
634{ 589{
635 object *walk; 590 for (object *disease = victim->inv; disease; disease = disease->below)
636
637 for (walk = victim->inv; walk; walk = walk->below)
638 if (walk->type == DISEASE) 591 if (disease->type == DISEASE)
639 return walk; 592 return disease;
593
640 return NULL; 594 return 0;
641} 595}
642 596
643/* do the cure disease stuff, from the spell "cure disease" */ 597/* do the cure disease stuff, from the spell "cure disease" */
644
645int 598int
646cure_disease (object *sufferer, object *caster) 599cure_disease (object *sufferer, object *caster)
647{ 600{
648 object *disease, *next; 601 object *disease, *next;
649 int casting_level; 602 int casting_level;
658 { 611 {
659 next = disease->below; 612 next = disease->below;
660 613
661 if (disease->type == DISEASE) 614 if (disease->type == DISEASE)
662 { /* attempt to cure this disease */ 615 { /* attempt to cure this disease */
663 /* If caster lvel is higher than disease level, cure chance 616 /* If caster level is higher than disease level, cure chance
664 * is automatic. If lower, then the chance is basically 617 * is automatic. If lower, then the chance is basically
665 * 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
666 * is 1 in 5. 619 * is 1 in 5.
667 */ 620 */
668 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))))
669 { 622 {
670
671 remove_symptoms (disease); 623 remove_symptoms (disease);
672 cure = 1; 624 cure = 1;
673 625
674 if (caster) 626 if (caster)
675 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);
676 628
677 disease->destroy (); 629 disease->destroy ();
678 } 630 }
679 } 631 }
680 } 632 }
633
681 if (cure) 634 if (cure)
682 { 635 {
683 /* Only draw these messages once */ 636 /* Only draw these messages once */
684 if (caster) 637 if (caster)
685 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
686 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.");
687 } 641 }
642
688 return 1; 643 return 1;
689} 644}
690 645
691/* reduces disease progression: reduce_symptoms 646/* reduces disease progression: reduce_symptoms
692 * return true if we actually reduce a disease. 647 * return true if we actually reduce a disease.
693 */ 648 */
694
695int 649int
696reduce_symptoms (object *sufferer, int reduction) 650reduce_symptoms (object *sufferer, int reduction)
697{ 651{
698 object *walk; 652 object *walk;
699 int success = 0; 653 int success = 0;
703 if (walk->type == SYMPTOM) 657 if (walk->type == SYMPTOM)
704 { 658 {
705 if (walk->value > 0) 659 if (walk->value > 0)
706 { 660 {
707 success = 1; 661 success = 1;
708 walk->value = MAX (0, walk->value - 2 * reduction); 662 walk->value = max (0, walk->value - 2 * reduction);
709 /* give the disease time to modify this symptom, 663 /* give the disease time to modify this symptom,
710 * and reduce its severity. */ 664 * and reduce its severity. */
711 walk->speed_left = 0; 665 walk->speed_left = 0;
712 } 666 }
713 } 667 }
714 } 668 }
669
715 if (success) 670 if (success)
716 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
717 return success; 673 return success;
718} 674}

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