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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.4 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.41 by root, Mon Aug 27 05:10:51 2007 UTC

1
2/* 1/*
3 * static char *rcsid_disease_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 * "$Id: disease.C,v 1.4 2006/09/10 15:59:57 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
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
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
5 */ 22 */
6 23
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail to crossfire-devel@real-time.com
28*/
29
30/* This file contains all the code implementing diseases, 24/* This file contains all the code implementing diseases,
31 except for odds and ends in attack.c and in 25 * except for odds and ends in attack.c and in
32 living.c*/ 26 * living.c
33 27 */
34
35 28
36/* 29/*
37 30
38For DISEASES: 31For DISEASES:
39Stat Property Definition 32Stat Property Definition
51dam^ Damage How much damage it does (%?). 44dam^ Damage How much damage it does (%?).
52maxgrace+ Duration How long before the disease is naturally cured. 45maxgrace+ Duration How long before the disease is naturally cured.
53food DurCount Counter for Duration 46food DurCount Counter for Duration
54 47
55speed Speed How often the disease moves. 48speed Speed How often the disease moves.
56last_sp^ Lethargy Percentage of max speed--10 = 10% speed. 49last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
57 50
58maxsp^ Mana deplete Saps mana. 51maxsp^ Mana deplete Saps mana.
59ac^ Progressiveness How the diseases increases in severity. 52ac^ Progressiveness How the diseases increases in severity.
60last_eat*^ Deplete food saps food if negative 53last_eat*^ Deplete food saps food if negative
61last_heal GrantImmunity If nonzero, disease does NOT grant immunity 54last_heal GrantImmunity If nonzero, disease does NOT grant immunity
132 125
133 126
134#include <global.h> 127#include <global.h>
135#include <object.h> 128#include <object.h>
136#include <living.h> 129#include <living.h>
137#ifndef __CEXTRACT__
138# include <sproto.h> 130#include <sproto.h>
139#endif
140#include <spells.h> 131#include <spells.h>
141#include <sounds.h> 132#include <sounds.h>
142#include <skills.h> 133#include <skills.h>
143 134
144/* IMPLEMENTATION NOTES 135/* IMPLEMENTATION NOTES
153is_susceptible_to_disease (object *victim, object *disease) 144is_susceptible_to_disease (object *victim, object *disease)
154{ 145{
155 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 146 if (!QUERY_FLAG (victim, FLAG_ALIVE))
156 return 0; 147 return 0;
157 148
149 if (victim->flag [FLAG_WIZ])
150 return 0;
151
158 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
159 return 1; 153 return 1;
160 154
161 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) 155 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
162 return 1; 156 return 1;
163 157
164 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))
165 return 1; 159 return 1;
166 160
172{ 166{
173 /* 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.
174 * If outside, we decrement 'value' until we're gone. 168 * If outside, we decrement 'value' until we're gone.
175 */ 169 */
176 170
177 if (disease->env == NULL) 171 if (!disease->env)
178 { /* we're outside of someone */ 172 { /* we're outside of someone */
179 if (disease->stats.maxhp > 0) 173 if (disease->stats.maxhp > 0)
180 disease->value--; 174 disease->value--;
175
181 if (disease->value == 0) 176 if (!disease->value)
182 { 177 {
183 remove_ob (disease); 178 disease->destroy ();
184 free_object (disease);
185 return 1; 179 return 1;
186 } 180 }
187 } 181 }
188 else 182 else
189 { 183 {
190 /* 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 */
191 /* negative foods denote "perpetual" diseases. */ 185 /* negative/zero food denotes "perpetual" diseases. */
192 if (disease->stats.food > 0) 186 if (disease->stats.food > 0)
193 { 187 {
194 disease->stats.food--; 188 disease->stats.food--;
189
195 if (disease->stats.food == 0) 190 if (!disease->stats.food)
196 { 191 {
197 remove_symptoms (disease); /* remove the symptoms of this disease */ 192 remove_symptoms (disease); /* remove the symptoms of this disease */
198 grant_immunity (disease); 193 grant_immunity (disease);
199 remove_ob (disease); 194 disease->destroy ();
200 free_object (disease);
201 return 1; 195 return 1;
202 } 196 }
203 } 197 }
204 } 198 }
199
205 /* check to see if we infect others */ 200 /* check to see if we infect others */
206 check_infection (disease); 201 check_infection (disease);
207 202
208 /* impose or modify the symptoms of the disease */ 203 /* impose or modify the symptoms of the disease */
209 if (disease->env && is_susceptible_to_disease (disease->env, disease)) 204 if (disease->env && is_susceptible_to_disease (disease->env, disease))
216 * 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
217 * player may have - I think through some odd interactoins with 212 * player may have - I think through some odd interactoins with
218 * disease level and player level and whatnot, a player could get 213 * disease level and player level and whatnot, a player could get
219 * more than one symtpom to a disease. 214 * more than one symtpom to a disease.
220 */ 215 */
221
222int 216int
223remove_symptoms (object *disease) 217remove_symptoms (object *disease)
224{ 218{
225 object *symptom, *victim = NULL; 219 object *symptom, *victim = NULL;
226 220
227 while ((symptom = find_symptom (disease)) != NULL) 221 while ((symptom = find_symptom (disease)) != NULL)
228 { 222 {
229 if (!victim) 223 if (!victim)
230 victim = symptom->env; 224 victim = symptom->env;
231 remove_ob (symptom); 225
232 free_object (symptom); 226 symptom->destroy ();
233 } 227 }
228
234 if (victim) 229 if (victim)
235 fix_player (victim); 230 victim->update_stats ();
231
236 return 0; 232 return 0;
237} 233}
238 234
239/* argument is a disease */ 235/* argument is a disease */
240object * 236object *
241find_symptom (object *disease) 237find_symptom (object *disease)
242{ 238{
243 object *walk;
244
245 /* check the inventory for symptoms */ 239 /* check the inventory for symptoms */
246 for (walk = disease->env->inv; walk; walk = walk->below) 240 for (object *walk = disease->env->inv; walk; walk = walk->below)
247 if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM) 241 if (walk->name == disease->name && walk->type == SYMPTOM)
248 return walk; 242 return walk;
243
249 return NULL; 244 return NULL;
250} 245}
251 246
252/* searches around for more victims to infect */ 247/* searches around for more victims to infect */
253int 248int
254check_infection (object *disease) 249check_infection (object *disease)
255{ 250{
256 int x, y, range, mflags; 251 int x, y;
257 mapstruct *map, *map2; 252 maptile *map, *map2;
258 object *tmp; 253 object *tmp;
259 sint16 i, j, i2, j2;
260 254
261 range = abs (disease->magic); 255 int range = abs (disease->magic);
256
262 if (disease->env) 257 if (disease->env)
263 { 258 {
264 x = disease->env->x; 259 x = disease->env->x;
265 y = disease->env->y; 260 y = disease->env->y;
266 map = disease->env->map; 261 map = disease->env->map;
267 } 262 }
268 else 263 else
269 { 264 {
270 x = disease->x; 265 x = disease->x;
271 y = disease->y; 266 y = disease->y;
272 map = disease->map; 267 map = disease->map;
273 } 268 }
274 269
275 if (map == NULL) 270 if (!map)
276 return 0; 271 return 0;
272
277 for (i = x - range; i <= x + range; i++) 273 for (int i = x - range; i <= x + range; i++)
278 {
279 for (j = y - range; j <= y + range; j++) 274 for (int j = y - range; j <= y + range; j++)
280 { 275 {
276 sint16 i2, j2;
281 mflags = get_map_flags (map, &map2, i, j, &i2, &j2); 277 int mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
278
282 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
283 {
284 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)
285 {
286 infect_object (tmp, disease, 0); 281 infect_object (tmp, disease, 0);
287 }
288 }
289 } 282 }
290 } 283
291 return 1; 284 return 1;
292} 285}
293
294 286
295/* check to see if an object is infectable: 287/* check to see if an object is infectable:
296 * objects with immunity aren't infectable. 288 * objects with immunity aren't infectable.
297 * objects already infected aren't infectable. 289 * objects already infected aren't infectable.
298 * dead objects aren't infectable. 290 * dead objects aren't infectable.
317 /* roll the dice on infection before doing the inventory check! */ 309 /* roll the dice on infection before doing the inventory check! */
318 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))
319 return 0; 311 return 0;
320 312
321 /* do an immunity check */ 313 /* do an immunity check */
322 if (victim->head)
323 tmp = victim->head->inv;
324 else
325 tmp = victim->inv;
326 314
327 /* 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
328 * 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
329 * result in a person with multiple afflictions of the same disease 317 * result in a person with multiple afflictions of the same disease
330 * (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
331 * 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
332 * if you diseased, you can't get diseased more. 320 * if you diseased, you can't get diseased more.
333 */ 321 */
334 322
335 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 323 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
336 {
337 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)
338 return 0; /*Immune! */ 325 return 0; /* Immune! */
339 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) 326 else if (tmp->type == DISEASE && tmp->name == disease->name)
340 return 0; /* already diseased */ 327 return 0; /* already diseased */
341 }
342 328
343 /* 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. */
344 new_disease = get_object (); 330
345 copy_object (disease, new_disease); 331 new_disease = disease->clone ();
332
346 new_disease->stats.food = disease->stats.maxgrace; 333 new_disease->stats.food = disease->stats.maxgrace;
347 new_disease->value = disease->stats.maxhp; 334 new_disease->value = disease->stats.maxhp;
348 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 335 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
349 336
350 /* Unfortunately, set_owner does the wrong thing to the skills pointers
351 * resulting in exp going into the owners *current* chosen skill.
352 */
353
354 if (get_owner (disease))
355 {
356 set_owner (new_disease, disease->owner);
357
358 /* Only need to update skill if different */
359 if (new_disease->skill != disease->skill)
360 new_disease->skill = disease->skill;
361 }
362 else
363 { /* for diseases which are passed by hitting, set owner and praying skill */
364 if (disease->env && disease->env->type == PLAYER)
365 {
366 object *player = disease->env;
367
368 set_owner (new_disease, player);
369
370 /* the skill pointer for these diseases should already be set up -
371 * hardcoding in 'praying' is not the right approach.
372 */
373 }
374 }
375
376 insert_ob_in_ob (new_disease, victim);
377 /* This appears to be a horrible case of overloading 'NO_PASS' 337 /* This appears to be a horrible case of overloading 'NO_PASS'
378 * for meaning in the diseases. 338 * for meaning in the diseases.
379 */ 339 */
380 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
381 if (new_disease->owner && new_disease->owner->type == PLAYER) 351 if (new_disease->owner && new_disease->owner->type == PLAYER)
382 { 352 {
383 char buf[128]; 353 const char *buf;
384 354
385 /* 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
386 * This messages is printed in the form MESSAGE victim 356 * This messages is printed in the form MESSAGE victim
387 */ 357 */
388 if (new_disease->title) 358 if (new_disease->title)
389 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 359 buf = format ("%s %s!!", &disease->title, &victim->name);
390 else 360 else
391 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);
392 362
393 if (victim->type == PLAYER) 363 if (victim->type == PLAYER)
394 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);
395 else 365 else
396 new_draw_info (0, 4, new_disease->owner, buf); 366 new_draw_info (0, 4, new_disease->owner, buf);
397 } 367 }
368
398 if (victim->type == PLAYER) 369 if (victim->type == PLAYER)
399 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.");
400 371
401 return 1; 372 return 1;
402
403} 373}
404
405
406 374
407/* this function monitors the symptoms caused by the disease (if any), 375/* this function monitors the symptoms caused by the disease (if any),
408causes symptoms, and modifies existing symptoms in the case of 376causes symptoms, and modifies existing symptoms in the case of
409existing diseases. */ 377existing diseases. */
410
411int 378int
412do_symptoms (object *disease) 379do_symptoms (object *disease)
413{ 380{
414 object *symptom; 381 object *symptom;
415 object *victim; 382 object *victim;
416 object *tmp; 383 object *tmp;
417 384
418 victim = disease->env; 385 victim = disease->env;
386
387 if (!victim)
388 return 0; /* no-one to inflict symptoms on */
419 389
420 /* 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
421 * back to disease, causing endless loops. Why this happens really needs 391 * back to disease, causing endless loops. Why this happens really needs
422 * 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.
423 */ 393 */
424 394 //TODO: should no longer be the case, monitor, and remove
425 if (victim == NULL || victim == disease) 395 if (victim == disease)
426 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 }
427 400
428 symptom = find_symptom (disease); 401 symptom = find_symptom (disease);
429 if (symptom == NULL) 402 if (!symptom)
430 { 403 {
431 /* no symptom? need to generate one! */ 404 /* no symptom? need to generate one! */
432 object *new_symptom;
433 405
434 /* 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! */
435 if (!is_susceptible_to_disease (victim, disease)) 407 if (!is_susceptible_to_disease (victim, disease))
436 return 0; 408 return 0;
437 409
438 /* check for an actual immunity */ 410 /* check for an actual immunity */
439 /* do an immunity check */ 411 /* do an immunity check */
440 if (victim->head) 412 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
441 tmp = victim->head->inv;
442 else
443 tmp = victim->inv;
444
445 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below)
446 {
447 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 413 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
448 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 414 if (tmp->name == disease->name && tmp->level >= disease->level)
449 return 0; /*Immune! */ 415 return 0; /* Immune! */
450 }
451 416
452 new_symptom = get_archetype (ARCH_SYMPTOM); 417 object *new_symptom = get_archetype ("symptom");
453 418
454 /* Something special done with dam. We want diseases to be more 419 /* Something special done with dam. We want diseases to be more
455 * 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
456 * do random, note, this has a weird effect with progressive diseases. 421 * do random, note, this has a weird effect with progressive diseases.
457 */ 422 */
458 if (disease->stats.dam != 0) 423 if (disease->stats.dam)
459 { 424 {
460 int dam = disease->stats.dam; 425 int dam = disease->stats.dam;
461 426
462 /* reduce the damage, on average, 50%, and making things random. */ 427 /* reduce the damage, on average, 50%, and making things random. */
463 428
464 dam = random_roll (1, FABS (dam), victim, PREFER_LOW); 429 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
465 if (disease->stats.dam < 0) 430 if (disease->stats.dam < 0)
466 dam = -dam; 431 dam = -dam;
432
467 new_symptom->stats.dam = dam; 433 new_symptom->stats.dam = dam;
468 } 434 }
469 435
470
471 new_symptom->stats.maxsp = disease->stats.maxsp; 436 new_symptom->stats.maxsp = disease->stats.maxsp;
472 new_symptom->stats.food = new_symptom->stats.maxgrace; 437 new_symptom->stats.food = new_symptom->stats.maxgrace;
473 438
474 new_symptom->name = new_symptom->name_pl = disease->name; 439 new_symptom->name = new_symptom->name_pl = disease->name;
475 440
476 new_symptom->level = disease->level; 441 new_symptom->level = disease->level;
477 new_symptom->speed = disease->speed; 442 new_symptom->speed = disease->speed;
478 new_symptom->value = 0; 443 new_symptom->value = 0;
444
445 for (int i = 0; i < NUM_STATS; ++i)
479 new_symptom->stats.Str = disease->stats.Str; 446 new_symptom->stats.stat (i) = disease->stats.stat (i);
480 new_symptom->stats.Dex = disease->stats.Dex; 447
481 new_symptom->stats.Con = disease->stats.Con;
482 new_symptom->stats.Wis = disease->stats.Wis;
483 new_symptom->stats.Int = disease->stats.Int;
484 new_symptom->stats.Pow = disease->stats.Pow;
485 new_symptom->stats.Cha = disease->stats.Cha;
486 new_symptom->stats.sp = disease->stats.sp; 448 new_symptom->stats.sp = disease->stats.sp;
487 new_symptom->stats.food = disease->last_eat; 449 new_symptom->stats.food = disease->last_eat;
488 new_symptom->stats.maxsp = disease->stats.maxsp; 450 new_symptom->stats.maxsp = disease->stats.maxsp;
489 new_symptom->last_sp = disease->last_sp; 451 new_symptom->last_sp = disease->last_sp;
490 new_symptom->stats.exp = 0; 452 new_symptom->stats.exp = 0;
491 new_symptom->stats.hp = disease->stats.hp; 453 new_symptom->stats.hp = disease->stats.hp;
492 new_symptom->msg = disease->msg; 454 new_symptom->msg = disease->msg;
493 new_symptom->attacktype = disease->attacktype; 455 new_symptom->attacktype = disease->attacktype;
494 new_symptom->other_arch = disease->other_arch; 456 new_symptom->other_arch = disease->other_arch;
495
496 set_owner (new_symptom, disease->owner);
497
498 if (new_symptom->skill != disease->skill)
499 new_symptom->skill = disease->skill; 457 new_symptom->skill = disease->skill;
500 458
501 new_symptom->move_block = 0; 459 new_symptom->move_block = 0;
502 insert_ob_in_ob (new_symptom, victim); 460
461 victim->head_ ()->insert (new_symptom);
462
463 // set owner last, as insert clears owner
464 new_symptom->set_owner (disease->owner);
465
503 return 1; 466 return 1;
504 } 467 }
505 468
506 /* now deal with progressing diseases: we increase the debility 469 /* now deal with progressing diseases: we increase the debility
507 * caused by the symptoms. 470 * caused by the symptoms.
508 */ 471 */
509
510 if (disease->stats.ac != 0) 472 if (disease->stats.ac)
511 { 473 {
512 float scale; 474 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
513 475
514 symptom->value += disease->stats.ac;
515 scale = 1.0 + symptom->value / 100.0; 476 float scale = 1.f + symptom->value / 100.f;
477
516 /* now rescale all the debilities */ 478 /* now rescale all the debilities */
517 symptom->stats.Str = (int) (scale * disease->stats.Str); 479 for (int i = 0; i < NUM_STATS; ++i)
518 symptom->stats.Dex = (int) (scale * disease->stats.Dex); 480 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
519 symptom->stats.Con = (int) (scale * disease->stats.Con); 481
520 symptom->stats.Wis = (int) (scale * disease->stats.Wis);
521 symptom->stats.Int = (int) (scale * disease->stats.Int);
522 symptom->stats.Pow = (int) (scale * disease->stats.Pow);
523 symptom->stats.Cha = (int) (scale * disease->stats.Cha);
524 symptom->stats.dam = (int) (scale * disease->stats.dam); 482 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
525 symptom->stats.sp = (int) (scale * disease->stats.sp);
526 symptom->stats.food = (int) (scale * disease->last_eat); 483 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
527 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); 484 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
528 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);
529 symptom->stats.exp = 0; 487 symptom->stats.exp = 0;
530 symptom->stats.hp = (int) (scale * disease->stats.hp); 488 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
531 symptom->msg = disease->msg; 489 symptom->msg = disease->msg;
532 symptom->attacktype = disease->attacktype; 490 symptom->attacktype = disease->attacktype;
533 symptom->other_arch = disease->other_arch; 491 symptom->other_arch = disease->other_arch;
534 } 492 }
493
535 SET_FLAG (symptom, FLAG_APPLIED); 494 SET_FLAG (symptom, FLAG_APPLIED);
536 fix_player (victim); 495 victim->update_stats ();
496
537 return 1; 497 return 1;
538} 498}
539
540 499
541/* grants immunity to plagues we've seen before. */ 500/* grants immunity to plagues we've seen before. */
542int 501int
543grant_immunity (object *disease) 502grant_immunity (object *disease)
544{ 503{
546 object *walk; 505 object *walk;
547 506
548 /* 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. */
549 if (disease->last_heal) 508 if (disease->last_heal)
550 return 0; 509 return 0;
510
551 /* first, search for an immunity of the same name */ 511 /* first, search for an immunity of the same name */
552 for (walk = disease->env->inv; walk; walk = walk->below) 512 for (walk = disease->env->inv; walk; walk = walk->below)
553 {
554 if (walk->type == 98 && !strcmp (disease->name, walk->name)) 513 if (walk->type == 98 && disease->name == walk->name)
555 { 514 {
556 walk->level = disease->level; 515 walk->level = disease->level;
557 return 1; /* just update the existing immunity. */ 516 return 1; /* just update the existing immunity. */
558 } 517 }
559 } 518
560 immunity = get_archetype ("immunity"); 519 immunity = get_archetype ("immunity");
520
561 immunity->name = disease->name; 521 immunity->name = disease->name;
562 immunity->level = disease->level; 522 immunity->level = disease->level;
563 immunity->move_block = 0; 523 immunity->move_block = 0;
524
564 insert_ob_in_ob (immunity, disease->env); 525 insert_ob_in_ob (immunity, disease->env);
526
565 return 1; 527 return 1;
566
567} 528}
568
569 529
570/* make the symptom do the nasty things it does */ 530/* make the symptom do the nasty things it does */
571
572int 531int
573move_symptom (object *symptom) 532move_symptom (object *symptom)
574{ 533{
575 object *victim = symptom->env; 534 object *victim = symptom->env;
576 object *new_ob; 535 object *new_ob;
577 int sp_reduce; 536 int sp_reduce;
578 537
579 if (victim == NULL || victim->map == NULL) 538 if (!victim || !victim->map)
580 { /* outside a monster/player, die immediately */ 539 { /* outside a monster/player, die immediately */
581 remove_ob (symptom); 540 symptom->destroy ();
582 free_object (symptom);
583 return 0; 541 return 0;
584 } 542 }
585 543
586 if (symptom->stats.dam > 0) 544 if (symptom->stats.dam > 0)
587 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 545 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
588 else 546 else
589 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);
590 548
591 if (symptom->stats.maxsp > 0) 549 if (symptom->stats.maxsp > 0)
592 sp_reduce = symptom->stats.maxsp; 550 sp_reduce = symptom->stats.maxsp;
593 else 551 else
594 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
595 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); 554 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
596 555
597 /* create the symptom "other arch" object and drop it here 556 /* create the symptom "other arch" object and drop it here
598 * under every part of the monster 557 * under every part of the monster
599 * The victim may well have died. 558 * The victim may well have died.
600 */ 559 */
601
602 if (victim->map == NULL)
603 return 0;
604 if (symptom->other_arch) 560 if (symptom->other_arch && victim->map)
605 { 561 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
606 object *tmp;
607
608 tmp = victim;
609 if (tmp->head != NULL)
610 tmp = tmp->head;
611 for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more)
612 { 562 {
613 new_ob = arch_to_object (symptom->other_arch); 563 new_ob = arch_to_object (symptom->other_arch);
614 new_ob->x = tmp->x; 564 new_ob->x = tmp->x;
615 new_ob->y = tmp->y; 565 new_ob->y = tmp->y;
616 new_ob->map = victim->map; 566 new_ob->map = victim->map;
617 insert_ob_in_map (new_ob, victim->map, victim, 0); 567 insert_ob_in_map (new_ob, victim->map, victim, 0);
618 } 568 }
619 } 569
620 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 570 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
621 571
622 return 1; 572 return 1;
623} 573}
624 574
625
626/* possibly infect due to direct physical contact 575/* possibly infect due to direct physical contact
627 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 576 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
628
629int 577int
630check_physically_infect (object *victim, object *hitter) 578check_physically_infect (object *victim, object *hitter)
631{ 579{
632 object *walk;
633
634 /* search for diseases, give every disease a chance to infect */ 580 /* search for diseases, give every disease a chance to infect */
635 for (walk = hitter->inv; walk != NULL; walk = walk->below) 581 for (object *disease = hitter->inv; disease; disease = disease->below)
636 if (walk->type == DISEASE) 582 if (disease->type == DISEASE)
637 infect_object (victim, walk, 0); 583 infect_object (victim, disease, 0);
584
638 return 1; 585 return 1;
639} 586}
640 587
641/* find a disease in someone*/ 588// find a disease in someone
642object * 589object *
643find_disease (object *victim) 590find_disease (object *victim)
644{ 591{
645 object *walk; 592 for (object *disease = victim->inv; disease; disease = disease->below)
646
647 for (walk = victim->inv; walk; walk = walk->below)
648 if (walk->type == DISEASE) 593 if (disease->type == DISEASE)
649 return walk; 594 return disease;
595
650 return NULL; 596 return 0;
651} 597}
652 598
653/* do the cure disease stuff, from the spell "cure disease" */ 599/* do the cure disease stuff, from the spell "cure disease" */
654
655int 600int
656cure_disease (object *sufferer, object *caster) 601cure_disease (object *sufferer, object *caster, object *spell)
657{ 602{
658 object *disease, *next; 603 object *disease, *next;
659 int casting_level;
660 int cure = 0; 604 int cure = 0;
661 605
662 if (caster)
663 casting_level = caster->level;
664 else
665 casting_level = 1000; /* if null caster, CURE all. */ 606 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
666 607
667 for (disease = sufferer->inv; disease; disease = next) 608 for (disease = sufferer->inv; disease; disease = next)
668 { 609 {
669 next = disease->below; 610 next = disease->below;
670 611
671 if (disease->type == DISEASE) 612 if (disease->type == DISEASE)
672 { /* attempt to cure this disease */ 613 { /* attempt to cure this disease */
673 /* If caster lvel is higher than disease level, cure chance 614 /* If caster level is higher than disease level, cure chance
674 * is automatic. If lower, then the chance is basically 615 * is automatic. If lower, then the chance is basically
675 * 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
676 * is 1 in 5. 617 * is 1 in 5.
677 */ 618 */
678 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))))
679 { 620 {
680
681 remove_symptoms (disease); 621 remove_symptoms (disease);
682 remove_ob (disease);
683 cure = 1; 622 cure = 1;
623
684 if (caster) 624 if (caster && spell)
685 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);
686 free_object (disease); 626
627 disease->destroy ();
687 } 628 }
688 } 629 }
689 } 630 }
631
690 if (cure) 632 if (cure)
691 { 633 {
692 /* Only draw these messages once */ 634 /* Only draw these messages once */
693 if (caster) 635 if (caster)
694 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
695 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.");
696 } 639 }
640
697 return 1; 641 return 1;
698} 642}
699 643
700/* reduces disease progression: reduce_symptoms 644/* reduces disease progression: reduce_symptoms
701 * return true if we actually reduce a disease. 645 * return true if we actually reduce a disease.
702 */ 646 */
703
704int 647int
705reduce_symptoms (object *sufferer, int reduction) 648reduce_symptoms (object *sufferer, int reduction)
706{ 649{
707 object *walk; 650 object *walk;
708 int success = 0; 651 int success = 0;
712 if (walk->type == SYMPTOM) 655 if (walk->type == SYMPTOM)
713 { 656 {
714 if (walk->value > 0) 657 if (walk->value > 0)
715 { 658 {
716 success = 1; 659 success = 1;
717 walk->value = MAX (0, walk->value - 2 * reduction); 660 walk->value = max (0, walk->value - 2 * reduction);
718 /* give the disease time to modify this symptom, 661 /* give the disease time to modify this symptom,
719 * and reduce its severity. */ 662 * and reduce its severity. */
720 walk->speed_left = 0; 663 walk->speed_left = 0;
721 } 664 }
722 } 665 }
723 } 666 }
667
724 if (success) 668 if (success)
725 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
726 return success; 671 return success;
727} 672}

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