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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 1.41 by root, Mon Aug 27 05:10:51 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
145is_susceptible_to_disease (object *victim, object *disease) 144is_susceptible_to_disease (object *victim, object *disease)
146{ 145{
147 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 146 if (!QUERY_FLAG (victim, FLAG_ALIVE))
148 return 0; 147 return 0;
149 148
149 if (victim->flag [FLAG_WIZ])
150 return 0;
151
150 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
151 return 1; 153 return 1;
152 154
153 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) 155 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
154 return 1; 156 return 1;
155 157
156 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) 158 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
157 return 1; 159 return 1;
158 160
164{ 166{
165 /* first task is to determine if the disease is inside or outside of someone. 167 /* first task is to determine if the disease is inside or outside of someone.
166 * If outside, we decrement 'value' until we're gone. 168 * If outside, we decrement 'value' until we're gone.
167 */ 169 */
168 170
169 if (disease->env == NULL) 171 if (!disease->env)
170 { /* we're outside of someone */ 172 { /* we're outside of someone */
171 if (disease->stats.maxhp > 0) 173 if (disease->stats.maxhp > 0)
172 disease->value--; 174 disease->value--;
173 175
174 if (disease->value == 0) 176 if (!disease->value)
175 { 177 {
176 disease->destroy (); 178 disease->destroy ();
177 return 1; 179 return 1;
178 } 180 }
179 } 181 }
180 else 182 else
181 { 183 {
182 /* if we're inside a person, have the disease run its course */ 184 /* if we're inside a person, have the disease run its course */
183 /* negative foods denote "perpetual" diseases. */ 185 /* negative/zero food denotes "perpetual" diseases. */
184 if (disease->stats.food > 0) 186 if (disease->stats.food > 0)
185 { 187 {
186 disease->stats.food--; 188 disease->stats.food--;
187 189
188 if (disease->stats.food == 0) 190 if (!disease->stats.food)
189 { 191 {
190 remove_symptoms (disease); /* remove the symptoms of this disease */ 192 remove_symptoms (disease); /* remove the symptoms of this disease */
191 grant_immunity (disease); 193 grant_immunity (disease);
192 disease->destroy (); 194 disease->destroy ();
193 return 1; 195 return 1;
209 * Modified by MSW 2003-03-28 do try to find all the symptom the 211 * Modified by MSW 2003-03-28 do try to find all the symptom the
210 * player may have - I think through some odd interactoins with 212 * player may have - I think through some odd interactoins with
211 * disease level and player level and whatnot, a player could get 213 * disease level and player level and whatnot, a player could get
212 * more than one symtpom to a disease. 214 * more than one symtpom to a disease.
213 */ 215 */
214
215int 216int
216remove_symptoms (object *disease) 217remove_symptoms (object *disease)
217{ 218{
218 object *symptom, *victim = NULL; 219 object *symptom, *victim = NULL;
219 220
225 symptom->destroy (); 226 symptom->destroy ();
226 } 227 }
227 228
228 if (victim) 229 if (victim)
229 victim->update_stats (); 230 victim->update_stats ();
231
230 return 0; 232 return 0;
231} 233}
232 234
233/* argument is a disease */ 235/* argument is a disease */
234object * 236object *
235find_symptom (object *disease) 237find_symptom (object *disease)
236{ 238{
237 object *walk;
238
239 /* check the inventory for symptoms */ 239 /* check the inventory for symptoms */
240 for (walk = disease->env->inv; walk; walk = walk->below) 240 for (object *walk = disease->env->inv; walk; walk = walk->below)
241 if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM) 241 if (walk->name == disease->name && walk->type == SYMPTOM)
242 return walk; 242 return walk;
243
243 return NULL; 244 return NULL;
244} 245}
245 246
246/* searches around for more victims to infect */ 247/* searches around for more victims to infect */
247int 248int
248check_infection (object *disease) 249check_infection (object *disease)
249{ 250{
250 int x, y, range, mflags; 251 int x, y;
251 maptile *map, *map2; 252 maptile *map, *map2;
252 object *tmp; 253 object *tmp;
253 254
254 range = abs (disease->magic); 255 int range = abs (disease->magic);
255 256
256 if (disease->env) 257 if (disease->env)
257 { 258 {
258 x = disease->env->x; 259 x = disease->env->x;
259 y = disease->env->y; 260 y = disease->env->y;
271 272
272 for (int i = x - range; i <= x + range; i++) 273 for (int i = x - range; i <= x + range; i++)
273 for (int j = y - range; j <= y + range; j++) 274 for (int j = y - range; j <= y + range; j++)
274 { 275 {
275 sint16 i2, j2; 276 sint16 i2, j2;
276 mflags = get_map_flags (map, &map2, i, j, &i2, &j2); 277 int mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
277 278
278 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
279 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) 280 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above)
280 infect_object (tmp, disease, 0); 281 infect_object (tmp, disease, 0);
281 } 282 }
282 283
283 return 1; 284 return 1;
284} 285}
285
286 286
287/* check to see if an object is infectable: 287/* check to see if an object is infectable:
288 * objects with immunity aren't infectable. 288 * objects with immunity aren't infectable.
289 * objects already infected aren't infectable. 289 * objects already infected aren't infectable.
290 * dead objects aren't infectable. 290 * dead objects aren't infectable.
309 /* roll the dice on infection before doing the inventory check! */ 309 /* roll the dice on infection before doing the inventory check! */
310 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) 310 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
311 return 0; 311 return 0;
312 312
313 /* do an immunity check */ 313 /* do an immunity check */
314 if (victim->head)
315 tmp = victim->head->inv;
316 else
317 tmp = victim->inv;
318 314
319 /* There used to (IMO) be a flaw in the below - it used to be the case 315 /* 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 316 * 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 317 * 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 318 * (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 319 * they were cast in that same order. Instead, change it so that
324 * if you diseased, you can't get diseased more. 320 * if you diseased, you can't get diseased more.
325 */ 321 */
326 322
327 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 323 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
328 {
329 if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 324 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
330 return 0; /*Immune! */ 325 return 0; /* Immune! */
331 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) 326 else if (tmp->type == DISEASE && tmp->name == disease->name)
332 return 0; /* already diseased */ 327 return 0; /* already diseased */
333 }
334 328
335 /* If we've gotten this far, go ahead and infect the victim. */ 329 /* If we've gotten this far, go ahead and infect the victim. */
330
336 new_disease = disease->clone (); 331 new_disease = disease->clone ();
332
337 new_disease->stats.food = disease->stats.maxgrace; 333 new_disease->stats.food = disease->stats.maxgrace;
338 new_disease->value = disease->stats.maxhp; 334 new_disease->value = disease->stats.maxhp;
339 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 335 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
340 336
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' 337 /* This appears to be a horrible case of overloading 'NO_PASS'
369 * for meaning in the diseases. 338 * for meaning in the diseases.
370 */ 339 */
371 new_disease->move_block = 0; 340 new_disease->move_block = 0;
341
342 // insert before setting the owner
343 victim->head_ ()->insert (new_disease);
344
345 if (disease->owner)
346 new_disease->set_owner (disease->owner);
347 else if (object *pl = disease->in_player ())
348 /* for diseases which are passed by hitting, set owner and skill */
349 new_disease->set_owner (pl);
350
372 if (new_disease->owner && new_disease->owner->type == PLAYER) 351 if (new_disease->owner && new_disease->owner->type == PLAYER)
373 { 352 {
374 char buf[128]; 353 const char *buf;
375 354
376 /* if the disease has a title, it has a special infection message 355 /* if the disease has a title, it has a special infection message
377 * This messages is printed in the form MESSAGE victim 356 * This messages is printed in the form MESSAGE victim
378 */ 357 */
379 if (new_disease->title) 358 if (new_disease->title)
380 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 359 buf = format ("%s %s!!", &disease->title, &victim->name);
381 else 360 else
382 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); 361 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
383 362
384 if (victim->type == PLAYER) 363 if (victim->type == PLAYER)
385 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 364 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
386 else 365 else
387 new_draw_info (0, 4, new_disease->owner, buf); 366 new_draw_info (0, 4, new_disease->owner, buf);
388 } 367 }
368
389 if (victim->type == PLAYER) 369 if (victim->type == PLAYER)
390 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); 370 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
391 371
392 return 1; 372 return 1;
393
394} 373}
395
396
397 374
398/* this function monitors the symptoms caused by the disease (if any), 375/* this function monitors the symptoms caused by the disease (if any),
399causes symptoms, and modifies existing symptoms in the case of 376causes symptoms, and modifies existing symptoms in the case of
400existing diseases. */ 377existing diseases. */
401
402int 378int
403do_symptoms (object *disease) 379do_symptoms (object *disease)
404{ 380{
405 object *symptom; 381 object *symptom;
406 object *victim; 382 object *victim;
407 object *tmp; 383 object *tmp;
408 384
409 victim = disease->env; 385 victim = disease->env;
386
387 if (!victim)
388 return 0; /* no-one to inflict symptoms on */
410 389
411 /* This is a quick hack - for whatever reason, disease->env will point 390 /* This is a quick hack - for whatever reason, disease->env will point
412 * back to disease, causing endless loops. Why this happens really needs 391 * back to disease, causing endless loops. Why this happens really needs
413 * to be found, but this should at least prevent the infinite loops. 392 * to be found, but this should at least prevent the infinite loops.
414 */ 393 */
415 394 //TODO: should no longer be the case, monitor, and remove
416 if (victim == NULL || victim == disease) 395 if (victim == disease)
417 return 0; /* no-one to inflict symptoms on */ 396 {
397 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
398 return 0;
399 }
418 400
419 symptom = find_symptom (disease); 401 symptom = find_symptom (disease);
420 if (symptom == NULL) 402 if (!symptom)
421 { 403 {
422 /* no symptom? need to generate one! */ 404 /* no symptom? need to generate one! */
423 object *new_symptom;
424 405
425 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ 406 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
426 if (!is_susceptible_to_disease (victim, disease)) 407 if (!is_susceptible_to_disease (victim, disease))
427 return 0; 408 return 0;
428 409
429 /* check for an actual immunity */ 410 /* check for an actual immunity */
430 /* do an immunity check */ 411 /* do an immunity check */
431 if (victim->head) 412 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 */ 413 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
439 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 414 if (tmp->name == disease->name && tmp->level >= disease->level)
440 return 0; /*Immune! */ 415 return 0; /* Immune! */
441 }
442 416
443 new_symptom = get_archetype (ARCH_SYMPTOM); 417 object *new_symptom = get_archetype ("symptom");
444 418
445 /* Something special done with dam. We want diseases to be more 419 /* 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 420 * 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. 421 * do random, note, this has a weird effect with progressive diseases.
448 */ 422 */
449 if (disease->stats.dam != 0) 423 if (disease->stats.dam)
450 { 424 {
451 int dam = disease->stats.dam; 425 int dam = disease->stats.dam;
452 426
453 /* reduce the damage, on average, 50%, and making things random. */ 427 /* reduce the damage, on average, 50%, and making things random. */
454 428
455 dam = random_roll (1, FABS (dam), victim, PREFER_LOW); 429 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
456 if (disease->stats.dam < 0) 430 if (disease->stats.dam < 0)
457 dam = -dam; 431 dam = -dam;
432
458 new_symptom->stats.dam = dam; 433 new_symptom->stats.dam = dam;
459 } 434 }
460 435
461
462 new_symptom->stats.maxsp = disease->stats.maxsp; 436 new_symptom->stats.maxsp = disease->stats.maxsp;
463 new_symptom->stats.food = new_symptom->stats.maxgrace; 437 new_symptom->stats.food = new_symptom->stats.maxgrace;
464 438
465 new_symptom->name = new_symptom->name_pl = disease->name; 439 new_symptom->name = new_symptom->name_pl = disease->name;
466 440
467 new_symptom->level = disease->level; 441 new_symptom->level = disease->level;
468 new_symptom->speed = disease->speed; 442 new_symptom->speed = disease->speed;
469 new_symptom->value = 0; 443 new_symptom->value = 0;
444
445 for (int i = 0; i < NUM_STATS; ++i)
470 new_symptom->stats.Str = disease->stats.Str; 446 new_symptom->stats.stat (i) = disease->stats.stat (i);
471 new_symptom->stats.Dex = disease->stats.Dex; 447
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; 448 new_symptom->stats.sp = disease->stats.sp;
478 new_symptom->stats.food = disease->last_eat; 449 new_symptom->stats.food = disease->last_eat;
479 new_symptom->stats.maxsp = disease->stats.maxsp; 450 new_symptom->stats.maxsp = disease->stats.maxsp;
480 new_symptom->last_sp = disease->last_sp; 451 new_symptom->last_sp = disease->last_sp;
481 new_symptom->stats.exp = 0; 452 new_symptom->stats.exp = 0;
482 new_symptom->stats.hp = disease->stats.hp; 453 new_symptom->stats.hp = disease->stats.hp;
483 new_symptom->msg = disease->msg; 454 new_symptom->msg = disease->msg;
484 new_symptom->attacktype = disease->attacktype; 455 new_symptom->attacktype = disease->attacktype;
485 new_symptom->other_arch = disease->other_arch; 456 new_symptom->other_arch = disease->other_arch;
457 new_symptom->skill = disease->skill;
486 458
459 new_symptom->move_block = 0;
460
461 victim->head_ ()->insert (new_symptom);
462
463 // set owner last, as insert clears owner
487 new_symptom->set_owner (disease->owner); 464 new_symptom->set_owner (disease->owner);
488 465
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; 466 return 1;
495 } 467 }
496 468
497 /* now deal with progressing diseases: we increase the debility 469 /* now deal with progressing diseases: we increase the debility
498 * caused by the symptoms. 470 * caused by the symptoms.
499 */ 471 */
500
501 if (disease->stats.ac != 0) 472 if (disease->stats.ac)
502 { 473 {
503 float scale; 474 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
504 475
505 symptom->value += disease->stats.ac;
506 scale = 1.0 + symptom->value / 100.0; 476 float scale = 1.f + symptom->value / 100.f;
477
507 /* now rescale all the debilities */ 478 /* now rescale all the debilities */
508 symptom->stats.Str = (int) (scale * disease->stats.Str); 479 for (int i = 0; i < NUM_STATS; ++i)
509 symptom->stats.Dex = (int) (scale * disease->stats.Dex); 480 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
510 symptom->stats.Con = (int) (scale * disease->stats.Con); 481
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); 482 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); 483 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
518 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); 484 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
519 symptom->last_sp = (int) (scale * disease->last_sp); 485 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
486 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
520 symptom->stats.exp = 0; 487 symptom->stats.exp = 0;
521 symptom->stats.hp = (int) (scale * disease->stats.hp); 488 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
522 symptom->msg = disease->msg; 489 symptom->msg = disease->msg;
523 symptom->attacktype = disease->attacktype; 490 symptom->attacktype = disease->attacktype;
524 symptom->other_arch = disease->other_arch; 491 symptom->other_arch = disease->other_arch;
525 } 492 }
493
526 SET_FLAG (symptom, FLAG_APPLIED); 494 SET_FLAG (symptom, FLAG_APPLIED);
527 victim->update_stats (); 495 victim->update_stats ();
496
528 return 1; 497 return 1;
529} 498}
530
531 499
532/* grants immunity to plagues we've seen before. */ 500/* grants immunity to plagues we've seen before. */
533int 501int
534grant_immunity (object *disease) 502grant_immunity (object *disease)
535{ 503{
537 object *walk; 505 object *walk;
538 506
539 /* Don't give immunity to this disease if last_heal is set. */ 507 /* Don't give immunity to this disease if last_heal is set. */
540 if (disease->last_heal) 508 if (disease->last_heal)
541 return 0; 509 return 0;
510
542 /* first, search for an immunity of the same name */ 511 /* first, search for an immunity of the same name */
543 for (walk = disease->env->inv; walk; walk = walk->below) 512 for (walk = disease->env->inv; walk; walk = walk->below)
544 {
545 if (walk->type == 98 && !strcmp (disease->name, walk->name)) 513 if (walk->type == 98 && disease->name == walk->name)
546 { 514 {
547 walk->level = disease->level; 515 walk->level = disease->level;
548 return 1; /* just update the existing immunity. */ 516 return 1; /* just update the existing immunity. */
549 } 517 }
550 } 518
551 immunity = get_archetype ("immunity"); 519 immunity = get_archetype ("immunity");
520
552 immunity->name = disease->name; 521 immunity->name = disease->name;
553 immunity->level = disease->level; 522 immunity->level = disease->level;
554 immunity->move_block = 0; 523 immunity->move_block = 0;
524
555 insert_ob_in_ob (immunity, disease->env); 525 insert_ob_in_ob (immunity, disease->env);
526
556 return 1; 527 return 1;
557
558} 528}
559
560 529
561/* make the symptom do the nasty things it does */ 530/* make the symptom do the nasty things it does */
562
563int 531int
564move_symptom (object *symptom) 532move_symptom (object *symptom)
565{ 533{
566 object *victim = symptom->env; 534 object *victim = symptom->env;
567 object *new_ob; 535 object *new_ob;
568 int sp_reduce; 536 int sp_reduce;
569 537
570 if (victim == NULL || victim->map == NULL) 538 if (!victim || !victim->map)
571 { /* outside a monster/player, die immediately */ 539 { /* outside a monster/player, die immediately */
572 symptom->destroy (); 540 symptom->destroy ();
573 return 0; 541 return 0;
574 } 542 }
575 543
576 if (symptom->stats.dam > 0) 544 if (symptom->stats.dam > 0)
577 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 545 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
578 else 546 else
579 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); 547 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
580 548
581 if (symptom->stats.maxsp > 0) 549 if (symptom->stats.maxsp > 0)
582 sp_reduce = symptom->stats.maxsp; 550 sp_reduce = symptom->stats.maxsp;
583 else 551 else
584 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); 552 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
553
585 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); 554 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
586 555
587 /* create the symptom "other arch" object and drop it here 556 /* create the symptom "other arch" object and drop it here
588 * under every part of the monster 557 * under every part of the monster
589 * The victim may well have died. 558 * The victim may well have died.
590 */ 559 */
591
592 if (victim->map == NULL)
593 return 0;
594 if (symptom->other_arch) 560 if (symptom->other_arch && victim->map)
595 { 561 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 { 562 {
603 new_ob = arch_to_object (symptom->other_arch); 563 new_ob = arch_to_object (symptom->other_arch);
604 new_ob->x = tmp->x; 564 new_ob->x = tmp->x;
605 new_ob->y = tmp->y; 565 new_ob->y = tmp->y;
606 new_ob->map = victim->map; 566 new_ob->map = victim->map;
607 insert_ob_in_map (new_ob, victim->map, victim, 0); 567 insert_ob_in_map (new_ob, victim->map, victim, 0);
608 } 568 }
609 } 569
610 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 570 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
611 571
612 return 1; 572 return 1;
613} 573}
614 574
615
616/* possibly infect due to direct physical contact 575/* possibly infect due to direct physical contact
617 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 576 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
618
619int 577int
620check_physically_infect (object *victim, object *hitter) 578check_physically_infect (object *victim, object *hitter)
621{ 579{
622 object *walk;
623
624 /* search for diseases, give every disease a chance to infect */ 580 /* search for diseases, give every disease a chance to infect */
625 for (walk = hitter->inv; walk != NULL; walk = walk->below) 581 for (object *disease = hitter->inv; disease; disease = disease->below)
626 if (walk->type == DISEASE) 582 if (disease->type == DISEASE)
627 infect_object (victim, walk, 0); 583 infect_object (victim, disease, 0);
584
628 return 1; 585 return 1;
629} 586}
630 587
631/* find a disease in someone*/ 588// find a disease in someone
632object * 589object *
633find_disease (object *victim) 590find_disease (object *victim)
634{ 591{
635 object *walk; 592 for (object *disease = victim->inv; disease; disease = disease->below)
636
637 for (walk = victim->inv; walk; walk = walk->below)
638 if (walk->type == DISEASE) 593 if (disease->type == DISEASE)
639 return walk; 594 return disease;
595
640 return NULL; 596 return 0;
641} 597}
642 598
643/* do the cure disease stuff, from the spell "cure disease" */ 599/* do the cure disease stuff, from the spell "cure disease" */
644
645int 600int
646cure_disease (object *sufferer, object *caster) 601cure_disease (object *sufferer, object *caster, object *spell)
647{ 602{
648 object *disease, *next; 603 object *disease, *next;
649 int casting_level;
650 int cure = 0; 604 int cure = 0;
651 605
652 if (caster)
653 casting_level = caster->level;
654 else
655 casting_level = 1000; /* if null caster, CURE all. */ 606 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
656 607
657 for (disease = sufferer->inv; disease; disease = next) 608 for (disease = sufferer->inv; disease; disease = next)
658 { 609 {
659 next = disease->below; 610 next = disease->below;
660 611
661 if (disease->type == DISEASE) 612 if (disease->type == DISEASE)
662 { /* attempt to cure this disease */ 613 { /* attempt to cure this disease */
663 /* If caster lvel is higher than disease level, cure chance 614 /* If caster level is higher than disease level, cure chance
664 * is automatic. If lower, then the chance is basically 615 * is automatic. If lower, then the chance is basically
665 * 1 in level_diff - if there is a 5 level difference, chance 616 * 1 in level_diff - if there is a 5 level difference, chance
666 * is 1 in 5. 617 * is 1 in 5.
667 */ 618 */
668 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 619 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
669 { 620 {
670
671 remove_symptoms (disease); 621 remove_symptoms (disease);
672 cure = 1; 622 cure = 1;
673 623
674 if (caster) 624 if (caster && spell)
675 change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); 625 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
676 626
677 disease->destroy (); 627 disease->destroy ();
678 } 628 }
679 } 629 }
680 } 630 }
631
681 if (cure) 632 if (cure)
682 { 633 {
683 /* Only draw these messages once */ 634 /* Only draw these messages once */
684 if (caster) 635 if (caster)
685 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); 636 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
637
686 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); 638 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
687 } 639 }
640
688 return 1; 641 return 1;
689} 642}
690 643
691/* reduces disease progression: reduce_symptoms 644/* reduces disease progression: reduce_symptoms
692 * return true if we actually reduce a disease. 645 * return true if we actually reduce a disease.
693 */ 646 */
694
695int 647int
696reduce_symptoms (object *sufferer, int reduction) 648reduce_symptoms (object *sufferer, int reduction)
697{ 649{
698 object *walk; 650 object *walk;
699 int success = 0; 651 int success = 0;
703 if (walk->type == SYMPTOM) 655 if (walk->type == SYMPTOM)
704 { 656 {
705 if (walk->value > 0) 657 if (walk->value > 0)
706 { 658 {
707 success = 1; 659 success = 1;
708 walk->value = MAX (0, walk->value - 2 * reduction); 660 walk->value = max (0, walk->value - 2 * reduction);
709 /* give the disease time to modify this symptom, 661 /* give the disease time to modify this symptom,
710 * and reduce its severity. */ 662 * and reduce its severity. */
711 walk->speed_left = 0; 663 walk->speed_left = 0;
712 } 664 }
713 } 665 }
714 } 666 }
667
715 if (success) 668 if (success)
716 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 669 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
670
717 return success; 671 return success;
718} 672}

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