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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.34 by root, Sun Aug 12 07:04:48 2007 UTC vs.
Revision 1.41 by root, Mon Aug 27 05:10:51 2007 UTC

44dam^ Damage How much damage it does (%?). 44dam^ Damage How much damage it does (%?).
45maxgrace+ Duration How long before the disease is naturally cured. 45maxgrace+ Duration How long before the disease is naturally cured.
46food DurCount Counter for Duration 46food DurCount Counter for Duration
47 47
48speed Speed How often the disease moves. 48speed Speed How often the disease moves.
49last_sp^ Lethargy Percentage of max speed--10 = 10% speed. 49last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
50 50
51maxsp^ Mana deplete Saps mana. 51maxsp^ Mana deplete Saps mana.
52ac^ Progressiveness How the diseases increases in severity. 52ac^ Progressiveness How the diseases increases in severity.
53last_eat*^ Deplete food saps food if negative 53last_eat*^ Deplete food saps food if negative
54last_heal GrantImmunity If nonzero, disease does NOT grant immunity 54last_heal GrantImmunity If nonzero, disease does NOT grant immunity
144is_susceptible_to_disease (object *victim, object *disease) 144is_susceptible_to_disease (object *victim, object *disease)
145{ 145{
146 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 146 if (!QUERY_FLAG (victim, FLAG_ALIVE))
147 return 0; 147 return 0;
148 148
149 if (victim->flag [FLAG_WIZ])
150 return 0;
151
149 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
150 return 1; 153 return 1;
151 154
152 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) 155 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
153 return 1; 156 return 1;
208 * 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
209 * player may have - I think through some odd interactoins with 212 * player may have - I think through some odd interactoins with
210 * disease level and player level and whatnot, a player could get 213 * disease level and player level and whatnot, a player could get
211 * more than one symtpom to a disease. 214 * more than one symtpom to a disease.
212 */ 215 */
213
214int 216int
215remove_symptoms (object *disease) 217remove_symptoms (object *disease)
216{ 218{
217 object *symptom, *victim = NULL; 219 object *symptom, *victim = NULL;
218 220
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 (walk->name == disease->name && walk->type == SYMPTOM) 241 if (walk->name == disease->name && walk->type == SYMPTOM)
242 return walk; 242 return walk;
243 243
244 return NULL; 244 return NULL;
245} 245}
246 246
247/* searches around for more victims to infect */ 247/* searches around for more victims to infect */
248int 248int
249check_infection (object *disease) 249check_infection (object *disease)
250{ 250{
251 int x, y, range, mflags; 251 int x, y;
252 maptile *map, *map2; 252 maptile *map, *map2;
253 object *tmp; 253 object *tmp;
254 254
255 range = abs (disease->magic); 255 int range = abs (disease->magic);
256 256
257 if (disease->env) 257 if (disease->env)
258 { 258 {
259 x = disease->env->x; 259 x = disease->env->x;
260 y = disease->env->y; 260 y = disease->env->y;
272 272
273 for (int i = x - range; i <= x + range; i++) 273 for (int i = x - range; i <= x + range; i++)
274 for (int j = y - range; j <= y + range; j++) 274 for (int j = y - range; j <= y + range; j++)
275 { 275 {
276 sint16 i2, j2; 276 sint16 i2, j2;
277 mflags = get_map_flags (map, &map2, i, j, &i2, &j2); 277 int mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
278 278
279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
280 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)
281 infect_object (tmp, disease, 0); 281 infect_object (tmp, disease, 0);
282 } 282 }
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 initialised in if, above */ ; tmp; tmp = tmp->below) 323 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
328 {
329 if (tmp->type == SIGN && 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 && 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->head_ ());
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);
389 368
390 if (victim->type == PLAYER) 369 if (victim->type == PLAYER)
391 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.");
392 371
393 return 1; 372 return 1;
394
395} 373}
396 374
397/* this function monitors the symptoms caused by the disease (if any), 375/* this function monitors the symptoms caused by the disease (if any),
398causes symptoms, and modifies existing symptoms in the case of 376causes symptoms, and modifies existing symptoms in the case of
399existing diseases. */ 377existing diseases. */
422 400
423 symptom = find_symptom (disease); 401 symptom = find_symptom (disease);
424 if (!symptom) 402 if (!symptom)
425 { 403 {
426 /* no symptom? need to generate one! */ 404 /* no symptom? need to generate one! */
427 object *new_symptom;
428 405
429 /* 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! */
430 if (!is_susceptible_to_disease (victim, disease)) 407 if (!is_susceptible_to_disease (victim, disease))
431 return 0; 408 return 0;
432 409
433 /* check for an actual immunity */ 410 /* check for an actual immunity */
434 /* do an immunity check */ 411 /* do an immunity check */
435 if (victim->head) 412 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
436 tmp = victim->head->inv;
437 else
438 tmp = victim->inv;
439
440 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
441 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 413 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
442 if (tmp->name == disease->name && tmp->level >= disease->level) 414 if (tmp->name == disease->name && tmp->level >= disease->level)
443 return 0; /*Immune! */ 415 return 0; /* Immune! */
444 416
445 new_symptom = get_archetype ("symptom"); 417 object *new_symptom = get_archetype ("symptom");
446 418
447 /* Something special done with dam. We want diseases to be more 419 /* Something special done with dam. We want diseases to be more
448 * random in what they'll kill, so we'll make the damage they 420 * random in what they'll kill, so we'll make the damage they
449 * do random, note, this has a weird effect with progressive diseases. 421 * do random, note, this has a weird effect with progressive diseases.
450 */ 422 */
451 if (disease->stats.dam != 0) 423 if (disease->stats.dam)
452 { 424 {
453 int dam = disease->stats.dam; 425 int dam = disease->stats.dam;
454 426
455 /* reduce the damage, on average, 50%, and making things random. */ 427 /* reduce the damage, on average, 50%, and making things random. */
456 428
480 new_symptom->stats.exp = 0; 452 new_symptom->stats.exp = 0;
481 new_symptom->stats.hp = disease->stats.hp; 453 new_symptom->stats.hp = disease->stats.hp;
482 new_symptom->msg = disease->msg; 454 new_symptom->msg = disease->msg;
483 new_symptom->attacktype = disease->attacktype; 455 new_symptom->attacktype = disease->attacktype;
484 new_symptom->other_arch = disease->other_arch; 456 new_symptom->other_arch = disease->other_arch;
457 new_symptom->skill = disease->skill;
485 458
459 new_symptom->move_block = 0;
460
461 victim->head_ ()->insert (new_symptom);
462
463 // set owner last, as insert clears owner
486 new_symptom->set_owner (disease->owner); 464 new_symptom->set_owner (disease->owner);
487 465
488 if (new_symptom->skill != disease->skill)
489 new_symptom->skill = disease->skill;
490
491 new_symptom->move_block = 0;
492 insert_ob_in_ob (new_symptom, victim);
493 return 1; 466 return 1;
494 } 467 }
495 468
496 /* now deal with progressing diseases: we increase the debility 469 /* now deal with progressing diseases: we increase the debility
497 * caused by the symptoms. 470 * caused by the symptoms.
532 object *walk; 505 object *walk;
533 506
534 /* 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. */
535 if (disease->last_heal) 508 if (disease->last_heal)
536 return 0; 509 return 0;
510
537 /* first, search for an immunity of the same name */ 511 /* first, search for an immunity of the same name */
538 for (walk = disease->env->inv; walk; walk = walk->below) 512 for (walk = disease->env->inv; walk; walk = walk->below)
539 {
540 if (walk->type == 98 && disease->name == walk->name) 513 if (walk->type == 98 && disease->name == walk->name)
541 { 514 {
542 walk->level = disease->level; 515 walk->level = disease->level;
543 return 1; /* just update the existing immunity. */ 516 return 1; /* just update the existing immunity. */
544 } 517 }
545 } 518
546 immunity = get_archetype ("immunity"); 519 immunity = get_archetype ("immunity");
520
547 immunity->name = disease->name; 521 immunity->name = disease->name;
548 immunity->level = disease->level; 522 immunity->level = disease->level;
549 immunity->move_block = 0; 523 immunity->move_block = 0;
524
550 insert_ob_in_ob (immunity, disease->env); 525 insert_ob_in_ob (immunity, disease->env);
526
551 return 1; 527 return 1;
552
553} 528}
554
555 529
556/* make the symptom do the nasty things it does */ 530/* make the symptom do the nasty things it does */
557
558int 531int
559move_symptom (object *symptom) 532move_symptom (object *symptom)
560{ 533{
561 object *victim = symptom->env; 534 object *victim = symptom->env;
562 object *new_ob; 535 object *new_ob;
563 int sp_reduce; 536 int sp_reduce;
564 537
565 if (victim == NULL || victim->map == NULL) 538 if (!victim || !victim->map)
566 { /* outside a monster/player, die immediately */ 539 { /* outside a monster/player, die immediately */
567 symptom->destroy (); 540 symptom->destroy ();
568 return 0; 541 return 0;
569 } 542 }
570 543
571 if (symptom->stats.dam > 0) 544 if (symptom->stats.dam > 0)
572 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 545 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
573 else 546 else
574 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);
575 548
576 if (symptom->stats.maxsp > 0) 549 if (symptom->stats.maxsp > 0)
577 sp_reduce = symptom->stats.maxsp; 550 sp_reduce = symptom->stats.maxsp;
578 else 551 else
579 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
580 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); 554 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
581 555
582 /* create the symptom "other arch" object and drop it here 556 /* create the symptom "other arch" object and drop it here
583 * under every part of the monster 557 * under every part of the monster
584 * The victim may well have died. 558 * The victim may well have died.
585 */ 559 */
586
587 if (victim->map == NULL)
588 return 0;
589 if (symptom->other_arch) 560 if (symptom->other_arch && victim->map)
590 { 561 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
591 object *tmp;
592
593 tmp = victim;
594 if (tmp->head != NULL)
595 tmp = tmp->head;
596 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
597 { 562 {
598 new_ob = arch_to_object (symptom->other_arch); 563 new_ob = arch_to_object (symptom->other_arch);
599 new_ob->x = tmp->x; 564 new_ob->x = tmp->x;
600 new_ob->y = tmp->y; 565 new_ob->y = tmp->y;
601 new_ob->map = victim->map; 566 new_ob->map = victim->map;
602 insert_ob_in_map (new_ob, victim->map, victim, 0); 567 insert_ob_in_map (new_ob, victim->map, victim, 0);
603 } 568 }
604 } 569
605 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 570 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
606 571
607 return 1; 572 return 1;
608} 573}
609 574
631 return 0; 596 return 0;
632} 597}
633 598
634/* do the cure disease stuff, from the spell "cure disease" */ 599/* do the cure disease stuff, from the spell "cure disease" */
635int 600int
636cure_disease (object *sufferer, object *caster) 601cure_disease (object *sufferer, object *caster, object *spell)
637{ 602{
638 object *disease, *next; 603 object *disease, *next;
639 int casting_level;
640 int cure = 0; 604 int cure = 0;
641 605
642 if (caster)
643 casting_level = caster->level;
644 else
645 casting_level = 1000; /* if null caster, CURE all. */ 606 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
646 607
647 for (disease = sufferer->inv; disease; disease = next) 608 for (disease = sufferer->inv; disease; disease = next)
648 { 609 {
649 next = disease->below; 610 next = disease->below;
650 611
658 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))))
659 { 620 {
660 remove_symptoms (disease); 621 remove_symptoms (disease);
661 cure = 1; 622 cure = 1;
662 623
663 if (caster) 624 if (caster && spell)
664 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);
665 626
666 disease->destroy (); 627 disease->destroy ();
667 } 628 }
668 } 629 }
669 } 630 }

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