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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.6 by root, Sat Sep 16 22:24:13 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--;
172
175 if (disease->value == 0) 173 if (!disease->value)
176 { 174 {
177 remove_ob (disease); 175 disease->destroy ();
178 free_object (disease);
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--;
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 remove_ob (disease); 191 disease->destroy ();
194 free_object (disease);
195 return 1; 192 return 1;
196 } 193 }
197 } 194 }
198 } 195 }
196
199 /* check to see if we infect others */ 197 /* check to see if we infect others */
200 check_infection (disease); 198 check_infection (disease);
201 199
202 /* impose or modify the symptoms of the disease */ 200 /* impose or modify the symptoms of the disease */
203 if (disease->env && is_susceptible_to_disease (disease->env, disease)) 201 if (disease->env && is_susceptible_to_disease (disease->env, disease))
220 218
221 while ((symptom = find_symptom (disease)) != NULL) 219 while ((symptom = find_symptom (disease)) != NULL)
222 { 220 {
223 if (!victim) 221 if (!victim)
224 victim = symptom->env; 222 victim = symptom->env;
225 remove_ob (symptom); 223
226 free_object (symptom); 224 symptom->destroy ();
227 } 225 }
226
228 if (victim) 227 if (victim)
229 fix_player (victim); 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
248check_infection (object *disease) 247check_infection (object *disease)
249{ 248{
250 int x, y, range, mflags; 249 int x, y, range, mflags;
251 maptile *map, *map2; 250 maptile *map, *map2;
252 object *tmp; 251 object *tmp;
253 sint16 i, j, i2, j2;
254 252
255 range = abs (disease->magic); 253 range = abs (disease->magic);
254
256 if (disease->env) 255 if (disease->env)
257 { 256 {
258 x = disease->env->x; 257 x = disease->env->x;
259 y = disease->env->y; 258 y = disease->env->y;
260 map = disease->env->map; 259 map = disease->env->map;
261 } 260 }
262 else 261 else
263 { 262 {
264 x = disease->x; 263 x = disease->x;
265 y = disease->y; 264 y = disease->y;
266 map = disease->map; 265 map = disease->map;
267 } 266 }
268 267
269 if (map == NULL) 268 if (!map)
270 return 0; 269 return 0;
270
271 for (i = x - range; i <= x + range; i++) 271 for (int i = x - range; i <= x + range; i++)
272 {
273 for (j = y - range; j <= y + range; j++) 272 for (int j = y - range; j <= y + range; j++)
274 { 273 {
274 sint16 i2, j2;
275 mflags = get_map_flags (map, &map2, i, j, &i2, &j2); 275 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
276
276 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 277 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
277 {
278 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)
279 {
280 infect_object (tmp, disease, 0); 279 infect_object (tmp, disease, 0);
281 }
282 }
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. */
338 new_disease = get_object (); 328
339 copy_object (disease, new_disease); 329 new_disease = disease->clone ();
330
340 new_disease->stats.food = disease->stats.maxgrace; 331 new_disease->stats.food = disease->stats.maxgrace;
341 new_disease->value = disease->stats.maxhp; 332 new_disease->value = disease->stats.maxhp;
342 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 333 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
343 334
344 /* Unfortunately, set_owner does the wrong thing to the skills pointers
345 * resulting in exp going into the owners *current* chosen skill.
346 */
347
348 if (get_owner (disease))
349 {
350 set_owner (new_disease, disease->owner);
351
352 /* Only need to update skill if different */
353 if (new_disease->skill != disease->skill)
354 new_disease->skill = disease->skill;
355 }
356 else
357 { /* for diseases which are passed by hitting, set owner and praying skill */
358 if (disease->env && disease->env->type == PLAYER)
359 {
360 object *player = disease->env;
361
362 set_owner (new_disease, player);
363
364 /* the skill pointer for these diseases should already be set up -
365 * hardcoding in 'praying' is not the right approach.
366 */
367 }
368 }
369
370 insert_ob_in_ob (new_disease, victim);
371 /* This appears to be a horrible case of overloading 'NO_PASS' 335 /* This appears to be a horrible case of overloading 'NO_PASS'
372 * for meaning in the diseases. 336 * for meaning in the diseases.
373 */ 337 */
374 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
375 if (new_disease->owner && new_disease->owner->type == PLAYER) 349 if (new_disease->owner && new_disease->owner->type == PLAYER)
376 { 350 {
377 char buf[128]; 351 const char *buf;
378 352
379 /* 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
380 * This messages is printed in the form MESSAGE victim 354 * This messages is printed in the form MESSAGE victim
381 */ 355 */
382 if (new_disease->title) 356 if (new_disease->title)
383 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 357 buf = format ("%s %s!!", &disease->title, &victim->name);
384 else 358 else
385 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);
386 360
387 if (victim->type == PLAYER) 361 if (victim->type == PLAYER)
388 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);
389 else 363 else
390 new_draw_info (0, 4, new_disease->owner, buf); 364 new_draw_info (0, 4, new_disease->owner, buf);
391 } 365 }
366
392 if (victim->type == PLAYER) 367 if (victim->type == PLAYER)
393 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.");
394 369
395 return 1; 370 return 1;
396
397} 371}
398
399
400 372
401/* this function monitors the symptoms caused by the disease (if any), 373/* this function monitors the symptoms caused by the disease (if any),
402causes symptoms, and modifies existing symptoms in the case of 374causes symptoms, and modifies existing symptoms in the case of
403existing diseases. */ 375existing diseases. */
404
405int 376int
406do_symptoms (object *disease) 377do_symptoms (object *disease)
407{ 378{
408 object *symptom; 379 object *symptom;
409 object *victim; 380 object *victim;
410 object *tmp; 381 object *tmp;
411 382
412 victim = disease->env; 383 victim = disease->env;
384
385 if (!victim)
386 return 0; /* no-one to inflict symptoms on */
413 387
414 /* 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
415 * back to disease, causing endless loops. Why this happens really needs 389 * back to disease, causing endless loops. Why this happens really needs
416 * 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.
417 */ 391 */
418 392 //TODO: should no longer be the case, monitor, and remove
419 if (victim == NULL || victim == disease) 393 if (victim == disease)
420 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 }
421 398
422 symptom = find_symptom (disease); 399 symptom = find_symptom (disease);
423 if (symptom == NULL) 400 if (!symptom)
424 { 401 {
425 /* no symptom? need to generate one! */ 402 /* no symptom? need to generate one! */
426 object *new_symptom;
427 403
428 /* 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! */
429 if (!is_susceptible_to_disease (victim, disease)) 405 if (!is_susceptible_to_disease (victim, disease))
430 return 0; 406 return 0;
431 407
432 /* check for an actual immunity */ 408 /* check for an actual immunity */
433 /* do an immunity check */ 409 /* do an immunity check */
434 if (victim->head) 410 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
435 tmp = victim->head->inv;
436 else
437 tmp = victim->inv;
438
439 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below)
440 {
441 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 411 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
442 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 412 if (tmp->name == disease->name && tmp->level >= disease->level)
443 return 0; /*Immune! */ 413 return 0; /* Immune! */
444 }
445 414
446 new_symptom = get_archetype (ARCH_SYMPTOM); 415 object *new_symptom = get_archetype ("symptom");
447 416
448 /* Something special done with dam. We want diseases to be more 417 /* Something special done with dam. We want diseases to be more
449 * random in what they'll kill, so we'll make the damage they 418 * random in what they'll kill, so we'll make the damage they
450 * do random, note, this has a weird effect with progressive diseases. 419 * do random, note, this has a weird effect with progressive diseases.
451 */ 420 */
452 if (disease->stats.dam != 0) 421 if (disease->stats.dam)
453 { 422 {
454 int dam = disease->stats.dam; 423 int dam = disease->stats.dam;
455 424
456 /* reduce the damage, on average, 50%, and making things random. */ 425 /* reduce the damage, on average, 50%, and making things random. */
457 426
458 dam = random_roll (1, FABS (dam), victim, PREFER_LOW); 427 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
459 if (disease->stats.dam < 0) 428 if (disease->stats.dam < 0)
460 dam = -dam; 429 dam = -dam;
430
461 new_symptom->stats.dam = dam; 431 new_symptom->stats.dam = dam;
462 } 432 }
463 433
464
465 new_symptom->stats.maxsp = disease->stats.maxsp; 434 new_symptom->stats.maxsp = disease->stats.maxsp;
466 new_symptom->stats.food = new_symptom->stats.maxgrace; 435 new_symptom->stats.food = new_symptom->stats.maxgrace;
467 436
468 new_symptom->name = new_symptom->name_pl = disease->name; 437 new_symptom->name = new_symptom->name_pl = disease->name;
469 438
470 new_symptom->level = disease->level; 439 new_symptom->level = disease->level;
471 new_symptom->speed = disease->speed; 440 new_symptom->speed = disease->speed;
472 new_symptom->value = 0; 441 new_symptom->value = 0;
442
443 for (int i = 0; i < NUM_STATS; ++i)
473 new_symptom->stats.Str = disease->stats.Str; 444 new_symptom->stats.stat (i) = disease->stats.stat (i);
474 new_symptom->stats.Dex = disease->stats.Dex; 445
475 new_symptom->stats.Con = disease->stats.Con;
476 new_symptom->stats.Wis = disease->stats.Wis;
477 new_symptom->stats.Int = disease->stats.Int;
478 new_symptom->stats.Pow = disease->stats.Pow;
479 new_symptom->stats.Cha = disease->stats.Cha;
480 new_symptom->stats.sp = disease->stats.sp; 446 new_symptom->stats.sp = disease->stats.sp;
481 new_symptom->stats.food = disease->last_eat; 447 new_symptom->stats.food = disease->last_eat;
482 new_symptom->stats.maxsp = disease->stats.maxsp; 448 new_symptom->stats.maxsp = disease->stats.maxsp;
483 new_symptom->last_sp = disease->last_sp; 449 new_symptom->last_sp = disease->last_sp;
484 new_symptom->stats.exp = 0; 450 new_symptom->stats.exp = 0;
485 new_symptom->stats.hp = disease->stats.hp; 451 new_symptom->stats.hp = disease->stats.hp;
486 new_symptom->msg = disease->msg; 452 new_symptom->msg = disease->msg;
487 new_symptom->attacktype = disease->attacktype; 453 new_symptom->attacktype = disease->attacktype;
488 new_symptom->other_arch = disease->other_arch; 454 new_symptom->other_arch = disease->other_arch;
489
490 set_owner (new_symptom, disease->owner);
491
492 if (new_symptom->skill != disease->skill)
493 new_symptom->skill = disease->skill; 455 new_symptom->skill = disease->skill;
494 456
495 new_symptom->move_block = 0; 457 new_symptom->move_block = 0;
496 insert_ob_in_ob (new_symptom, victim); 458
459 victim->head_ ()->insert (new_symptom);
460
461 // set owner last, as insert clears owner
462 new_symptom->set_owner (disease->owner);
463
497 return 1; 464 return 1;
498 } 465 }
499 466
500 /* now deal with progressing diseases: we increase the debility 467 /* now deal with progressing diseases: we increase the debility
501 * caused by the symptoms. 468 * caused by the symptoms.
502 */ 469 */
503
504 if (disease->stats.ac != 0) 470 if (disease->stats.ac)
505 { 471 {
506 float scale; 472 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
507 473
508 symptom->value += disease->stats.ac;
509 scale = 1.0 + symptom->value / 100.0; 474 float scale = 1.f + symptom->value / 100.f;
475
510 /* now rescale all the debilities */ 476 /* now rescale all the debilities */
511 symptom->stats.Str = (int) (scale * disease->stats.Str); 477 for (int i = 0; i < NUM_STATS; ++i)
512 symptom->stats.Dex = (int) (scale * disease->stats.Dex); 478 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
513 symptom->stats.Con = (int) (scale * disease->stats.Con); 479
514 symptom->stats.Wis = (int) (scale * disease->stats.Wis);
515 symptom->stats.Int = (int) (scale * disease->stats.Int);
516 symptom->stats.Pow = (int) (scale * disease->stats.Pow);
517 symptom->stats.Cha = (int) (scale * disease->stats.Cha);
518 symptom->stats.dam = (int) (scale * disease->stats.dam); 480 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
519 symptom->stats.sp = (int) (scale * disease->stats.sp);
520 symptom->stats.food = (int) (scale * disease->last_eat); 481 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
521 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); 482 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
522 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);
523 symptom->stats.exp = 0; 485 symptom->stats.exp = 0;
524 symptom->stats.hp = (int) (scale * disease->stats.hp); 486 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
525 symptom->msg = disease->msg; 487 symptom->msg = disease->msg;
526 symptom->attacktype = disease->attacktype; 488 symptom->attacktype = disease->attacktype;
527 symptom->other_arch = disease->other_arch; 489 symptom->other_arch = disease->other_arch;
528 } 490 }
491
529 SET_FLAG (symptom, FLAG_APPLIED); 492 SET_FLAG (symptom, FLAG_APPLIED);
530 fix_player (victim); 493 victim->update_stats ();
494
531 return 1; 495 return 1;
532} 496}
533
534 497
535/* grants immunity to plagues we've seen before. */ 498/* grants immunity to plagues we've seen before. */
536int 499int
537grant_immunity (object *disease) 500grant_immunity (object *disease)
538{ 501{
540 object *walk; 503 object *walk;
541 504
542 /* 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. */
543 if (disease->last_heal) 506 if (disease->last_heal)
544 return 0; 507 return 0;
508
545 /* first, search for an immunity of the same name */ 509 /* first, search for an immunity of the same name */
546 for (walk = disease->env->inv; walk; walk = walk->below) 510 for (walk = disease->env->inv; walk; walk = walk->below)
547 {
548 if (walk->type == 98 && !strcmp (disease->name, walk->name)) 511 if (walk->type == 98 && disease->name == walk->name)
549 { 512 {
550 walk->level = disease->level; 513 walk->level = disease->level;
551 return 1; /* just update the existing immunity. */ 514 return 1; /* just update the existing immunity. */
552 } 515 }
553 } 516
554 immunity = get_archetype ("immunity"); 517 immunity = get_archetype ("immunity");
518
555 immunity->name = disease->name; 519 immunity->name = disease->name;
556 immunity->level = disease->level; 520 immunity->level = disease->level;
557 immunity->move_block = 0; 521 immunity->move_block = 0;
522
558 insert_ob_in_ob (immunity, disease->env); 523 insert_ob_in_ob (immunity, disease->env);
524
559 return 1; 525 return 1;
560
561} 526}
562
563 527
564/* make the symptom do the nasty things it does */ 528/* make the symptom do the nasty things it does */
565
566int 529int
567move_symptom (object *symptom) 530move_symptom (object *symptom)
568{ 531{
569 object *victim = symptom->env; 532 object *victim = symptom->env;
570 object *new_ob; 533 object *new_ob;
571 int sp_reduce; 534 int sp_reduce;
572 535
573 if (victim == NULL || victim->map == NULL) 536 if (!victim || !victim->map)
574 { /* outside a monster/player, die immediately */ 537 { /* outside a monster/player, die immediately */
575 remove_ob (symptom); 538 symptom->destroy ();
576 free_object (symptom);
577 return 0; 539 return 0;
578 } 540 }
579 541
580 if (symptom->stats.dam > 0) 542 if (symptom->stats.dam > 0)
581 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 543 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
582 else 544 else
583 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);
584 546
585 if (symptom->stats.maxsp > 0) 547 if (symptom->stats.maxsp > 0)
586 sp_reduce = symptom->stats.maxsp; 548 sp_reduce = symptom->stats.maxsp;
587 else 549 else
588 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
589 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); 552 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
590 553
591 /* create the symptom "other arch" object and drop it here 554 /* create the symptom "other arch" object and drop it here
592 * under every part of the monster 555 * under every part of the monster
593 * The victim may well have died. 556 * The victim may well have died.
594 */ 557 */
595
596 if (victim->map == NULL)
597 return 0;
598 if (symptom->other_arch) 558 if (symptom->other_arch && victim->map)
599 { 559 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
600 object *tmp;
601
602 tmp = victim;
603 if (tmp->head != NULL)
604 tmp = tmp->head;
605 for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more)
606 { 560 {
607 new_ob = arch_to_object (symptom->other_arch); 561 new_ob = arch_to_object (symptom->other_arch);
608 new_ob->x = tmp->x; 562 new_ob->x = tmp->x;
609 new_ob->y = tmp->y; 563 new_ob->y = tmp->y;
610 new_ob->map = victim->map; 564 new_ob->map = victim->map;
611 insert_ob_in_map (new_ob, victim->map, victim, 0); 565 insert_ob_in_map (new_ob, victim->map, victim, 0);
612 } 566 }
613 } 567
614 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 568 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
615 569
616 return 1; 570 return 1;
617} 571}
618 572
619
620/* possibly infect due to direct physical contact 573/* possibly infect due to direct physical contact
621 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 574 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
622
623int 575int
624check_physically_infect (object *victim, object *hitter) 576check_physically_infect (object *victim, object *hitter)
625{ 577{
626 object *walk;
627
628 /* search for diseases, give every disease a chance to infect */ 578 /* search for diseases, give every disease a chance to infect */
629 for (walk = hitter->inv; walk != NULL; walk = walk->below) 579 for (object *disease = hitter->inv; disease; disease = disease->below)
630 if (walk->type == DISEASE) 580 if (disease->type == DISEASE)
631 infect_object (victim, walk, 0); 581 infect_object (victim, disease, 0);
582
632 return 1; 583 return 1;
633} 584}
634 585
635/* find a disease in someone*/ 586// find a disease in someone
636object * 587object *
637find_disease (object *victim) 588find_disease (object *victim)
638{ 589{
639 object *walk; 590 for (object *disease = victim->inv; disease; disease = disease->below)
640
641 for (walk = victim->inv; walk; walk = walk->below)
642 if (walk->type == DISEASE) 591 if (disease->type == DISEASE)
643 return walk; 592 return disease;
593
644 return NULL; 594 return 0;
645} 595}
646 596
647/* do the cure disease stuff, from the spell "cure disease" */ 597/* do the cure disease stuff, from the spell "cure disease" */
648
649int 598int
650cure_disease (object *sufferer, object *caster) 599cure_disease (object *sufferer, object *caster)
651{ 600{
652 object *disease, *next; 601 object *disease, *next;
653 int casting_level; 602 int casting_level;
662 { 611 {
663 next = disease->below; 612 next = disease->below;
664 613
665 if (disease->type == DISEASE) 614 if (disease->type == DISEASE)
666 { /* attempt to cure this disease */ 615 { /* attempt to cure this disease */
667 /* If caster lvel is higher than disease level, cure chance 616 /* If caster level is higher than disease level, cure chance
668 * is automatic. If lower, then the chance is basically 617 * is automatic. If lower, then the chance is basically
669 * 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
670 * is 1 in 5. 619 * is 1 in 5.
671 */ 620 */
672 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))))
673 { 622 {
674
675 remove_symptoms (disease); 623 remove_symptoms (disease);
676 remove_ob (disease);
677 cure = 1; 624 cure = 1;
625
678 if (caster) 626 if (caster)
679 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);
680 free_object (disease); 628
629 disease->destroy ();
681 } 630 }
682 } 631 }
683 } 632 }
633
684 if (cure) 634 if (cure)
685 { 635 {
686 /* Only draw these messages once */ 636 /* Only draw these messages once */
687 if (caster) 637 if (caster)
688 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
689 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.");
690 } 641 }
642
691 return 1; 643 return 1;
692} 644}
693 645
694/* reduces disease progression: reduce_symptoms 646/* reduces disease progression: reduce_symptoms
695 * return true if we actually reduce a disease. 647 * return true if we actually reduce a disease.
696 */ 648 */
697
698int 649int
699reduce_symptoms (object *sufferer, int reduction) 650reduce_symptoms (object *sufferer, int reduction)
700{ 651{
701 object *walk; 652 object *walk;
702 int success = 0; 653 int success = 0;
706 if (walk->type == SYMPTOM) 657 if (walk->type == SYMPTOM)
707 { 658 {
708 if (walk->value > 0) 659 if (walk->value > 0)
709 { 660 {
710 success = 1; 661 success = 1;
711 walk->value = MAX (0, walk->value - 2 * reduction); 662 walk->value = max (0, walk->value - 2 * reduction);
712 /* give the disease time to modify this symptom, 663 /* give the disease time to modify this symptom,
713 * and reduce its severity. */ 664 * and reduce its severity. */
714 walk->speed_left = 0; 665 walk->speed_left = 0;
715 } 666 }
716 } 667 }
717 } 668 }
669
718 if (success) 670 if (success)
719 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
720 return success; 673 return success;
721} 674}

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