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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.16 by pippijn, Sat Jan 6 14:42:30 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your 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 GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 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>
23*/ 22 */
24 23
25/* This file contains all the code implementing diseases, 24/* This file contains all the code implementing diseases,
26 except for odds and ends in attack.c and in 25 * except for odds and ends in attack.c and in
27 living.c*/ 26 * living.c
28 27 */
29
30 28
31/* 29/*
32 30
33For DISEASES: 31For DISEASES:
34Stat Property Definition 32Stat Property Definition
46dam^ Damage How much damage it does (%?). 44dam^ Damage How much damage it does (%?).
47maxgrace+ Duration How long before the disease is naturally cured. 45maxgrace+ Duration How long before the disease is naturally cured.
48food DurCount Counter for Duration 46food DurCount Counter for Duration
49 47
50speed Speed How often the disease moves. 48speed Speed How often the disease moves.
51last_sp^ Lethargy Percentage of max speed--10 = 10% speed. 49last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
52 50
53maxsp^ Mana deplete Saps mana. 51maxsp^ Mana deplete Saps mana.
54ac^ Progressiveness How the diseases increases in severity. 52ac^ Progressiveness How the diseases increases in severity.
55last_eat*^ Deplete food saps food if negative 53last_eat*^ Deplete food saps food if negative
56last_heal GrantImmunity If nonzero, disease does NOT grant immunity 54last_heal GrantImmunity If nonzero, disease does NOT grant immunity
149 return 0; 147 return 0;
150 148
151 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 149 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
152 return 1; 150 return 1;
153 151
154 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) 152 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
155 return 1; 153 return 1;
156 154
157 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))
158 return 1; 156 return 1;
159 157
165{ 163{
166 /* 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.
167 * If outside, we decrement 'value' until we're gone. 165 * If outside, we decrement 'value' until we're gone.
168 */ 166 */
169 167
170 if (disease->env == NULL) 168 if (!disease->env)
171 { /* we're outside of someone */ 169 { /* we're outside of someone */
172 if (disease->stats.maxhp > 0) 170 if (disease->stats.maxhp > 0)
173 disease->value--; 171 disease->value--;
174 172
175 if (disease->value == 0) 173 if (!disease->value)
176 { 174 {
177 disease->destroy (); 175 disease->destroy ();
178 return 1; 176 return 1;
179 } 177 }
180 } 178 }
181 else 179 else
182 { 180 {
183 /* 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 */
184 /* negative foods denote "perpetual" diseases. */ 182 /* negative/zero food denotes "perpetual" diseases. */
185 if (disease->stats.food > 0) 183 if (disease->stats.food > 0)
186 { 184 {
187 disease->stats.food--; 185 disease->stats.food--;
188 186
189 if (disease->stats.food == 0) 187 if (!disease->stats.food)
190 { 188 {
191 remove_symptoms (disease); /* remove the symptoms of this disease */ 189 remove_symptoms (disease); /* remove the symptoms of this disease */
192 grant_immunity (disease); 190 grant_immunity (disease);
193 disease->destroy (); 191 disease->destroy ();
194 return 1; 192 return 1;
226 symptom->destroy (); 224 symptom->destroy ();
227 } 225 }
228 226
229 if (victim) 227 if (victim)
230 victim->update_stats (); 228 victim->update_stats ();
229
231 return 0; 230 return 0;
232} 231}
233 232
234/* argument is a disease */ 233/* argument is a disease */
235object * 234object *
236find_symptom (object *disease) 235find_symptom (object *disease)
237{ 236{
238 object *walk;
239
240 /* check the inventory for symptoms */ 237 /* check the inventory for symptoms */
241 for (walk = disease->env->inv; walk; walk = walk->below) 238 for (object *walk = disease->env->inv; walk; walk = walk->below)
242 if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM) 239 if (walk->name == disease->name && walk->type == SYMPTOM)
243 return walk; 240 return walk;
241
244 return NULL; 242 return NULL;
245} 243}
246 244
247/* searches around for more victims to infect */ 245/* searches around for more victims to infect */
248int 246int
281 infect_object (tmp, disease, 0); 279 infect_object (tmp, disease, 0);
282 } 280 }
283 281
284 return 1; 282 return 1;
285} 283}
286
287 284
288/* check to see if an object is infectable: 285/* check to see if an object is infectable:
289 * objects with immunity aren't infectable. 286 * objects with immunity aren't infectable.
290 * objects already infected aren't infectable. 287 * objects already infected aren't infectable.
291 * dead objects aren't infectable. 288 * dead objects aren't infectable.
310 /* roll the dice on infection before doing the inventory check! */ 307 /* roll the dice on infection before doing the inventory check! */
311 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))
312 return 0; 309 return 0;
313 310
314 /* do an immunity check */ 311 /* do an immunity check */
315 if (victim->head)
316 tmp = victim->head->inv;
317 else
318 tmp = victim->inv;
319 312
320 /* 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
321 * 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
322 * result in a person with multiple afflictions of the same disease 315 * 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 316 * (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 317 * they were cast in that same order. Instead, change it so that
325 * if you diseased, you can't get diseased more. 318 * if you diseased, you can't get diseased more.
326 */ 319 */
327 320
328 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) 321 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
329 {
330 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)
331 return 0; /* Immune! */ 323 return 0; /* Immune! */
332 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) 324 else if (tmp->type == DISEASE && tmp->name == disease->name)
333 return 0; /* already diseased */ 325 return 0; /* already diseased */
334 }
335 326
336 /* 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
337 new_disease = disease->clone (); 329 new_disease = disease->clone ();
330
338 new_disease->stats.food = disease->stats.maxgrace; 331 new_disease->stats.food = disease->stats.maxgrace;
339 new_disease->value = disease->stats.maxhp; 332 new_disease->value = disease->stats.maxhp;
340 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 333 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
341 334
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);
369 /* This appears to be a horrible case of overloading 'NO_PASS' 335 /* This appears to be a horrible case of overloading 'NO_PASS'
370 * for meaning in the diseases. 336 * for meaning in the diseases.
371 */ 337 */
372 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
373 if (new_disease->owner && new_disease->owner->type == PLAYER) 349 if (new_disease->owner && new_disease->owner->type == PLAYER)
374 { 350 {
375 char buf[128]; 351 const char *buf;
376 352
377 /* 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
378 * This messages is printed in the form MESSAGE victim 354 * This messages is printed in the form MESSAGE victim
379 */ 355 */
380 if (new_disease->title) 356 if (new_disease->title)
381 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 357 buf = format ("%s %s!!", &disease->title, &victim->name);
382 else 358 else
383 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);
384 360
385 if (victim->type == PLAYER) 361 if (victim->type == PLAYER)
386 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);
387 else 363 else
388 new_draw_info (0, 4, new_disease->owner, buf); 364 new_draw_info (0, 4, new_disease->owner, buf);
389 } 365 }
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
397
398 372
399/* this function monitors the symptoms caused by the disease (if any), 373/* this function monitors the symptoms caused by the disease (if any),
400causes symptoms, and modifies existing symptoms in the case of 374causes symptoms, and modifies existing symptoms in the case of
401existing diseases. */ 375existing diseases. */
402
403int 376int
404do_symptoms (object *disease) 377do_symptoms (object *disease)
405{ 378{
406 object *symptom; 379 object *symptom;
407 object *victim; 380 object *victim;
408 object *tmp; 381 object *tmp;
409 382
410 victim = disease->env; 383 victim = disease->env;
384
385 if (!victim)
386 return 0; /* no-one to inflict symptoms on */
411 387
412 /* 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
413 * back to disease, causing endless loops. Why this happens really needs 389 * back to disease, causing endless loops. Why this happens really needs
414 * 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.
415 */ 391 */
416 392 //TODO: should no longer be the case, monitor, and remove
417 if (victim == NULL || victim == disease) 393 if (victim == disease)
418 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 }
419 398
420 symptom = find_symptom (disease); 399 symptom = find_symptom (disease);
421 if (symptom == NULL) 400 if (!symptom)
422 { 401 {
423 /* no symptom? need to generate one! */ 402 /* no symptom? need to generate one! */
424 object *new_symptom;
425 403
426 /* 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! */
427 if (!is_susceptible_to_disease (victim, disease)) 405 if (!is_susceptible_to_disease (victim, disease))
428 return 0; 406 return 0;
429 407
430 /* check for an actual immunity */ 408 /* check for an actual immunity */
431 /* do an immunity check */ 409 /* do an immunity check */
432 if (victim->head) 410 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
433 tmp = victim->head->inv;
434 else
435 tmp = victim->inv;
436
437 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
438 {
439 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 411 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
440 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 412 if (tmp->name == disease->name && tmp->level >= disease->level)
441 return 0; /*Immune! */ 413 return 0; /* Immune! */
442 }
443 414
444 new_symptom = get_archetype (ARCH_SYMPTOM); 415 object *new_symptom = get_archetype ("symptom");
445 416
446 /* Something special done with dam. We want diseases to be more 417 /* Something special done with dam. We want diseases to be more
447 * 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
448 * do random, note, this has a weird effect with progressive diseases. 419 * do random, note, this has a weird effect with progressive diseases.
449 */ 420 */
450 if (disease->stats.dam != 0) 421 if (disease->stats.dam)
451 { 422 {
452 int dam = disease->stats.dam; 423 int dam = disease->stats.dam;
453 424
454 /* reduce the damage, on average, 50%, and making things random. */ 425 /* reduce the damage, on average, 50%, and making things random. */
455 426
456 dam = random_roll (1, FABS (dam), victim, PREFER_LOW); 427 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
457 if (disease->stats.dam < 0) 428 if (disease->stats.dam < 0)
458 dam = -dam; 429 dam = -dam;
430
459 new_symptom->stats.dam = dam; 431 new_symptom->stats.dam = dam;
460 } 432 }
461 433
462
463 new_symptom->stats.maxsp = disease->stats.maxsp; 434 new_symptom->stats.maxsp = disease->stats.maxsp;
464 new_symptom->stats.food = new_symptom->stats.maxgrace; 435 new_symptom->stats.food = new_symptom->stats.maxgrace;
465 436
466 new_symptom->name = new_symptom->name_pl = disease->name; 437 new_symptom->name = new_symptom->name_pl = disease->name;
467 438
468 new_symptom->level = disease->level; 439 new_symptom->level = disease->level;
469 new_symptom->speed = disease->speed; 440 new_symptom->speed = disease->speed;
470 new_symptom->value = 0; 441 new_symptom->value = 0;
442
443 for (int i = 0; i < NUM_STATS; ++i)
471 new_symptom->stats.Str = disease->stats.Str; 444 new_symptom->stats.stat (i) = disease->stats.stat (i);
472 new_symptom->stats.Dex = disease->stats.Dex; 445
473 new_symptom->stats.Con = disease->stats.Con;
474 new_symptom->stats.Wis = disease->stats.Wis;
475 new_symptom->stats.Int = disease->stats.Int;
476 new_symptom->stats.Pow = disease->stats.Pow;
477 new_symptom->stats.Cha = disease->stats.Cha;
478 new_symptom->stats.sp = disease->stats.sp; 446 new_symptom->stats.sp = disease->stats.sp;
479 new_symptom->stats.food = disease->last_eat; 447 new_symptom->stats.food = disease->last_eat;
480 new_symptom->stats.maxsp = disease->stats.maxsp; 448 new_symptom->stats.maxsp = disease->stats.maxsp;
481 new_symptom->last_sp = disease->last_sp; 449 new_symptom->last_sp = disease->last_sp;
482 new_symptom->stats.exp = 0; 450 new_symptom->stats.exp = 0;
483 new_symptom->stats.hp = disease->stats.hp; 451 new_symptom->stats.hp = disease->stats.hp;
484 new_symptom->msg = disease->msg; 452 new_symptom->msg = disease->msg;
485 new_symptom->attacktype = disease->attacktype; 453 new_symptom->attacktype = disease->attacktype;
486 new_symptom->other_arch = disease->other_arch; 454 new_symptom->other_arch = disease->other_arch;
455 new_symptom->skill = disease->skill;
487 456
457 new_symptom->move_block = 0;
458
459 victim->head_ ()->insert (new_symptom);
460
461 // set owner last, as insert clears owner
488 new_symptom->set_owner (disease->owner); 462 new_symptom->set_owner (disease->owner);
489 463
490 if (new_symptom->skill != disease->skill)
491 new_symptom->skill = disease->skill;
492
493 new_symptom->move_block = 0;
494 insert_ob_in_ob (new_symptom, victim);
495 return 1; 464 return 1;
496 } 465 }
497 466
498 /* now deal with progressing diseases: we increase the debility 467 /* now deal with progressing diseases: we increase the debility
499 * caused by the symptoms. 468 * caused by the symptoms.
500 */ 469 */
501
502 if (disease->stats.ac != 0) 470 if (disease->stats.ac)
503 { 471 {
504 float scale; 472 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
505 473
506 symptom->value += disease->stats.ac;
507 scale = 1.0 + symptom->value / 100.0; 474 float scale = 1.f + symptom->value / 100.f;
475
508 /* now rescale all the debilities */ 476 /* now rescale all the debilities */
509 symptom->stats.Str = (int) (scale * disease->stats.Str); 477 for (int i = 0; i < NUM_STATS; ++i)
510 symptom->stats.Dex = (int) (scale * disease->stats.Dex); 478 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
511 symptom->stats.Con = (int) (scale * disease->stats.Con); 479
512 symptom->stats.Wis = (int) (scale * disease->stats.Wis);
513 symptom->stats.Int = (int) (scale * disease->stats.Int);
514 symptom->stats.Pow = (int) (scale * disease->stats.Pow);
515 symptom->stats.Cha = (int) (scale * disease->stats.Cha);
516 symptom->stats.dam = (int) (scale * disease->stats.dam); 480 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
517 symptom->stats.sp = (int) (scale * disease->stats.sp);
518 symptom->stats.food = (int) (scale * disease->last_eat); 481 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
519 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); 482 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
520 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);
521 symptom->stats.exp = 0; 485 symptom->stats.exp = 0;
522 symptom->stats.hp = (int) (scale * disease->stats.hp); 486 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
523 symptom->msg = disease->msg; 487 symptom->msg = disease->msg;
524 symptom->attacktype = disease->attacktype; 488 symptom->attacktype = disease->attacktype;
525 symptom->other_arch = disease->other_arch; 489 symptom->other_arch = disease->other_arch;
526 } 490 }
491
527 SET_FLAG (symptom, FLAG_APPLIED); 492 SET_FLAG (symptom, FLAG_APPLIED);
528 victim->update_stats (); 493 victim->update_stats ();
494
529 return 1; 495 return 1;
530} 496}
531
532 497
533/* grants immunity to plagues we've seen before. */ 498/* grants immunity to plagues we've seen before. */
534int 499int
535grant_immunity (object *disease) 500grant_immunity (object *disease)
536{ 501{
538 object *walk; 503 object *walk;
539 504
540 /* 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. */
541 if (disease->last_heal) 506 if (disease->last_heal)
542 return 0; 507 return 0;
508
543 /* first, search for an immunity of the same name */ 509 /* first, search for an immunity of the same name */
544 for (walk = disease->env->inv; walk; walk = walk->below) 510 for (walk = disease->env->inv; walk; walk = walk->below)
545 {
546 if (walk->type == 98 && !strcmp (disease->name, walk->name)) 511 if (walk->type == 98 && disease->name == walk->name)
547 { 512 {
548 walk->level = disease->level; 513 walk->level = disease->level;
549 return 1; /* just update the existing immunity. */ 514 return 1; /* just update the existing immunity. */
550 } 515 }
551 } 516
552 immunity = get_archetype ("immunity"); 517 immunity = get_archetype ("immunity");
518
553 immunity->name = disease->name; 519 immunity->name = disease->name;
554 immunity->level = disease->level; 520 immunity->level = disease->level;
555 immunity->move_block = 0; 521 immunity->move_block = 0;
522
556 insert_ob_in_ob (immunity, disease->env); 523 insert_ob_in_ob (immunity, disease->env);
524
557 return 1; 525 return 1;
558
559} 526}
560
561 527
562/* make the symptom do the nasty things it does */ 528/* make the symptom do the nasty things it does */
563
564int 529int
565move_symptom (object *symptom) 530move_symptom (object *symptom)
566{ 531{
567 object *victim = symptom->env; 532 object *victim = symptom->env;
568 object *new_ob; 533 object *new_ob;
569 int sp_reduce; 534 int sp_reduce;
570 535
571 if (victim == NULL || victim->map == NULL) 536 if (!victim || !victim->map)
572 { /* outside a monster/player, die immediately */ 537 { /* outside a monster/player, die immediately */
573 symptom->destroy (); 538 symptom->destroy ();
574 return 0; 539 return 0;
575 } 540 }
576 541
577 if (symptom->stats.dam > 0) 542 if (symptom->stats.dam > 0)
578 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 543 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
579 else 544 else
580 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);
581 546
582 if (symptom->stats.maxsp > 0) 547 if (symptom->stats.maxsp > 0)
583 sp_reduce = symptom->stats.maxsp; 548 sp_reduce = symptom->stats.maxsp;
584 else 549 else
585 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
586 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); 552 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
587 553
588 /* create the symptom "other arch" object and drop it here 554 /* create the symptom "other arch" object and drop it here
589 * under every part of the monster 555 * under every part of the monster
590 * The victim may well have died. 556 * The victim may well have died.
591 */ 557 */
592
593 if (victim->map == NULL)
594 return 0;
595 if (symptom->other_arch) 558 if (symptom->other_arch && victim->map)
596 { 559 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
597 object *tmp;
598
599 tmp = victim;
600 if (tmp->head != NULL)
601 tmp = tmp->head;
602 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
603 { 560 {
604 new_ob = arch_to_object (symptom->other_arch); 561 new_ob = arch_to_object (symptom->other_arch);
605 new_ob->x = tmp->x; 562 new_ob->x = tmp->x;
606 new_ob->y = tmp->y; 563 new_ob->y = tmp->y;
607 new_ob->map = victim->map; 564 new_ob->map = victim->map;
608 insert_ob_in_map (new_ob, victim->map, victim, 0); 565 insert_ob_in_map (new_ob, victim->map, victim, 0);
609 } 566 }
610 } 567
611 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 568 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
612 569
613 return 1; 570 return 1;
614} 571}
615 572
616
617/* possibly infect due to direct physical contact 573/* possibly infect due to direct physical contact
618 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 574 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
619
620int 575int
621check_physically_infect (object *victim, object *hitter) 576check_physically_infect (object *victim, object *hitter)
622{ 577{
623 object *walk;
624
625 /* search for diseases, give every disease a chance to infect */ 578 /* search for diseases, give every disease a chance to infect */
626 for (walk = hitter->inv; walk != NULL; walk = walk->below) 579 for (object *disease = hitter->inv; disease; disease = disease->below)
627 if (walk->type == DISEASE) 580 if (disease->type == DISEASE)
628 infect_object (victim, walk, 0); 581 infect_object (victim, disease, 0);
582
629 return 1; 583 return 1;
630} 584}
631 585
632/* find a disease in someone*/ 586// find a disease in someone
633object * 587object *
634find_disease (object *victim) 588find_disease (object *victim)
635{ 589{
636 object *walk; 590 for (object *disease = victim->inv; disease; disease = disease->below)
637
638 for (walk = victim->inv; walk; walk = walk->below)
639 if (walk->type == DISEASE) 591 if (disease->type == DISEASE)
640 return walk; 592 return disease;
593
641 return NULL; 594 return 0;
642} 595}
643 596
644/* do the cure disease stuff, from the spell "cure disease" */ 597/* do the cure disease stuff, from the spell "cure disease" */
645
646int 598int
647cure_disease (object *sufferer, object *caster) 599cure_disease (object *sufferer, object *caster)
648{ 600{
649 object *disease, *next; 601 object *disease, *next;
650 int casting_level; 602 int casting_level;
659 { 611 {
660 next = disease->below; 612 next = disease->below;
661 613
662 if (disease->type == DISEASE) 614 if (disease->type == DISEASE)
663 { /* attempt to cure this disease */ 615 { /* attempt to cure this disease */
664 /* If caster lvel is higher than disease level, cure chance 616 /* If caster level is higher than disease level, cure chance
665 * is automatic. If lower, then the chance is basically 617 * is automatic. If lower, then the chance is basically
666 * 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
667 * is 1 in 5. 619 * is 1 in 5.
668 */ 620 */
669 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))))
670 { 622 {
671
672 remove_symptoms (disease); 623 remove_symptoms (disease);
673 cure = 1; 624 cure = 1;
674 625
675 if (caster) 626 if (caster)
676 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);
677 628
678 disease->destroy (); 629 disease->destroy ();
679 } 630 }
680 } 631 }
681 } 632 }
633
682 if (cure) 634 if (cure)
683 { 635 {
684 /* Only draw these messages once */ 636 /* Only draw these messages once */
685 if (caster) 637 if (caster)
686 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
687 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.");
688 } 641 }
642
689 return 1; 643 return 1;
690} 644}
691 645
692/* reduces disease progression: reduce_symptoms 646/* reduces disease progression: reduce_symptoms
693 * return true if we actually reduce a disease. 647 * return true if we actually reduce a disease.
694 */ 648 */
695
696int 649int
697reduce_symptoms (object *sufferer, int reduction) 650reduce_symptoms (object *sufferer, int reduction)
698{ 651{
699 object *walk; 652 object *walk;
700 int success = 0; 653 int success = 0;
704 if (walk->type == SYMPTOM) 657 if (walk->type == SYMPTOM)
705 { 658 {
706 if (walk->value > 0) 659 if (walk->value > 0)
707 { 660 {
708 success = 1; 661 success = 1;
709 walk->value = MAX (0, walk->value - 2 * reduction); 662 walk->value = max (0, walk->value - 2 * reduction);
710 /* give the disease time to modify this symptom, 663 /* give the disease time to modify this symptom,
711 * and reduce its severity. */ 664 * and reduce its severity. */
712 walk->speed_left = 0; 665 walk->speed_left = 0;
713 } 666 }
714 } 667 }
715 } 668 }
669
716 if (success) 670 if (success)
717 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
718 return success; 673 return success;
719} 674}

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