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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.5 by root, Thu Sep 14 22:34:04 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
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
147is_susceptible_to_disease (object *victim, object *disease) 144is_susceptible_to_disease (object *victim, object *disease)
148{ 145{
149 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 146 if (!QUERY_FLAG (victim, FLAG_ALIVE))
150 return 0; 147 return 0;
151 148
149 if (victim->flag [FLAG_WIZ])
150 return 0;
151
152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
153 return 1; 153 return 1;
154 154
155 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) 155 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
156 return 1; 156 return 1;
157 157
158 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))
159 return 1; 159 return 1;
160 160
166{ 166{
167 /* 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.
168 * If outside, we decrement 'value' until we're gone. 168 * If outside, we decrement 'value' until we're gone.
169 */ 169 */
170 170
171 if (disease->env == NULL) 171 if (!disease->env)
172 { /* we're outside of someone */ 172 { /* we're outside of someone */
173 if (disease->stats.maxhp > 0) 173 if (disease->stats.maxhp > 0)
174 disease->value--; 174 disease->value--;
175
175 if (disease->value == 0) 176 if (!disease->value)
176 { 177 {
177 remove_ob (disease); 178 disease->destroy ();
178 free_object (disease);
179 return 1; 179 return 1;
180 } 180 }
181 } 181 }
182 else 182 else
183 { 183 {
184 /* 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 */
185 /* negative foods denote "perpetual" diseases. */ 185 /* negative/zero food denotes "perpetual" diseases. */
186 if (disease->stats.food > 0) 186 if (disease->stats.food > 0)
187 { 187 {
188 disease->stats.food--; 188 disease->stats.food--;
189
189 if (disease->stats.food == 0) 190 if (!disease->stats.food)
190 { 191 {
191 remove_symptoms (disease); /* remove the symptoms of this disease */ 192 remove_symptoms (disease); /* remove the symptoms of this disease */
192 grant_immunity (disease); 193 grant_immunity (disease);
193 remove_ob (disease); 194 disease->destroy ();
194 free_object (disease);
195 return 1; 195 return 1;
196 } 196 }
197 } 197 }
198 } 198 }
199
199 /* check to see if we infect others */ 200 /* check to see if we infect others */
200 check_infection (disease); 201 check_infection (disease);
201 202
202 /* impose or modify the symptoms of the disease */ 203 /* impose or modify the symptoms of the disease */
203 if (disease->env && is_susceptible_to_disease (disease->env, disease)) 204 if (disease->env && is_susceptible_to_disease (disease->env, disease))
210 * 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
211 * player may have - I think through some odd interactoins with 212 * player may have - I think through some odd interactoins with
212 * disease level and player level and whatnot, a player could get 213 * disease level and player level and whatnot, a player could get
213 * more than one symtpom to a disease. 214 * more than one symtpom to a disease.
214 */ 215 */
215
216int 216int
217remove_symptoms (object *disease) 217remove_symptoms (object *disease)
218{ 218{
219 object *symptom, *victim = NULL; 219 object *symptom, *victim = NULL;
220 220
221 while ((symptom = find_symptom (disease)) != NULL) 221 while ((symptom = find_symptom (disease)) != NULL)
222 { 222 {
223 if (!victim) 223 if (!victim)
224 victim = symptom->env; 224 victim = symptom->env;
225 remove_ob (symptom); 225
226 free_object (symptom); 226 symptom->destroy ();
227 } 227 }
228
228 if (victim) 229 if (victim)
229 fix_player (victim); 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 mapstruct *map, *map2; 252 maptile *map, *map2;
252 object *tmp; 253 object *tmp;
253 sint16 i, j, i2, j2;
254 254
255 range = abs (disease->magic); 255 int range = abs (disease->magic);
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;
260 map = disease->env->map; 261 map = disease->env->map;
261 } 262 }
262 else 263 else
263 { 264 {
264 x = disease->x; 265 x = disease->x;
265 y = disease->y; 266 y = disease->y;
266 map = disease->map; 267 map = disease->map;
267 } 268 }
268 269
269 if (map == NULL) 270 if (!map)
270 return 0; 271 return 0;
272
271 for (i = x - range; i <= x + range; i++) 273 for (int i = x - range; i <= x + range; i++)
272 {
273 for (j = y - range; j <= y + range; j++) 274 for (int j = y - range; j <= y + range; j++)
274 { 275 {
276 sint16 i2, j2;
275 mflags = get_map_flags (map, &map2, i, j, &i2, &j2); 277 int mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
278
276 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
277 {
278 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)
279 {
280 infect_object (tmp, disease, 0); 281 infect_object (tmp, disease, 0);
281 }
282 }
283 } 282 }
284 } 283
285 return 1; 284 return 1;
286} 285}
287
288 286
289/* check to see if an object is infectable: 287/* check to see if an object is infectable:
290 * objects with immunity aren't infectable. 288 * objects with immunity aren't infectable.
291 * objects already infected aren't infectable. 289 * objects already infected aren't infectable.
292 * dead objects aren't infectable. 290 * dead objects aren't infectable.
311 /* roll the dice on infection before doing the inventory check! */ 309 /* roll the dice on infection before doing the inventory check! */
312 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))
313 return 0; 311 return 0;
314 312
315 /* do an immunity check */ 313 /* do an immunity check */
316 if (victim->head)
317 tmp = victim->head->inv;
318 else
319 tmp = victim->inv;
320 314
321 /* 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
322 * 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
323 * result in a person with multiple afflictions of the same disease 317 * 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 318 * (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 319 * they were cast in that same order. Instead, change it so that
326 * if you diseased, you can't get diseased more. 320 * if you diseased, you can't get diseased more.
327 */ 321 */
328 322
329 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 323 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
330 {
331 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)
332 return 0; /*Immune! */ 325 return 0; /* Immune! */
333 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) 326 else if (tmp->type == DISEASE && tmp->name == disease->name)
334 return 0; /* already diseased */ 327 return 0; /* already diseased */
335 }
336 328
337 /* 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. */
338 new_disease = get_object (); 330
339 copy_object (disease, new_disease); 331 new_disease = disease->clone ();
332
340 new_disease->stats.food = disease->stats.maxgrace; 333 new_disease->stats.food = disease->stats.maxgrace;
341 new_disease->value = disease->stats.maxhp; 334 new_disease->value = disease->stats.maxhp;
342 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 335 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
343 336
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' 337 /* This appears to be a horrible case of overloading 'NO_PASS'
372 * for meaning in the diseases. 338 * for meaning in the diseases.
373 */ 339 */
374 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
375 if (new_disease->owner && new_disease->owner->type == PLAYER) 351 if (new_disease->owner && new_disease->owner->type == PLAYER)
376 { 352 {
377 char buf[128]; 353 const char *buf;
378 354
379 /* 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
380 * This messages is printed in the form MESSAGE victim 356 * This messages is printed in the form MESSAGE victim
381 */ 357 */
382 if (new_disease->title) 358 if (new_disease->title)
383 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 359 buf = format ("%s %s!!", &disease->title, &victim->name);
384 else 360 else
385 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);
386 362
387 if (victim->type == PLAYER) 363 if (victim->type == PLAYER)
388 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);
389 else 365 else
390 new_draw_info (0, 4, new_disease->owner, buf); 366 new_draw_info (0, 4, new_disease->owner, buf);
391 } 367 }
368
392 if (victim->type == PLAYER) 369 if (victim->type == PLAYER)
393 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.");
394 371
395 return 1; 372 return 1;
396
397} 373}
398
399
400 374
401/* this function monitors the symptoms caused by the disease (if any), 375/* this function monitors the symptoms caused by the disease (if any),
402causes symptoms, and modifies existing symptoms in the case of 376causes symptoms, and modifies existing symptoms in the case of
403existing diseases. */ 377existing diseases. */
404
405int 378int
406do_symptoms (object *disease) 379do_symptoms (object *disease)
407{ 380{
408 object *symptom; 381 object *symptom;
409 object *victim; 382 object *victim;
410 object *tmp; 383 object *tmp;
411 384
412 victim = disease->env; 385 victim = disease->env;
386
387 if (!victim)
388 return 0; /* no-one to inflict symptoms on */
413 389
414 /* 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
415 * back to disease, causing endless loops. Why this happens really needs 391 * back to disease, causing endless loops. Why this happens really needs
416 * 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.
417 */ 393 */
418 394 //TODO: should no longer be the case, monitor, and remove
419 if (victim == NULL || victim == disease) 395 if (victim == disease)
420 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 }
421 400
422 symptom = find_symptom (disease); 401 symptom = find_symptom (disease);
423 if (symptom == NULL) 402 if (!symptom)
424 { 403 {
425 /* no symptom? need to generate one! */ 404 /* no symptom? need to generate one! */
426 object *new_symptom;
427 405
428 /* 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! */
429 if (!is_susceptible_to_disease (victim, disease)) 407 if (!is_susceptible_to_disease (victim, disease))
430 return 0; 408 return 0;
431 409
432 /* check for an actual immunity */ 410 /* check for an actual immunity */
433 /* do an immunity check */ 411 /* do an immunity check */
434 if (victim->head) 412 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 */ 413 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
442 if (!strcmp (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 }
445 416
446 new_symptom = get_archetype (ARCH_SYMPTOM); 417 object *new_symptom = get_archetype ("symptom");
447 418
448 /* Something special done with dam. We want diseases to be more 419 /* 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 420 * 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. 421 * do random, note, this has a weird effect with progressive diseases.
451 */ 422 */
452 if (disease->stats.dam != 0) 423 if (disease->stats.dam)
453 { 424 {
454 int dam = disease->stats.dam; 425 int dam = disease->stats.dam;
455 426
456 /* reduce the damage, on average, 50%, and making things random. */ 427 /* reduce the damage, on average, 50%, and making things random. */
457 428
458 dam = random_roll (1, FABS (dam), victim, PREFER_LOW); 429 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
459 if (disease->stats.dam < 0) 430 if (disease->stats.dam < 0)
460 dam = -dam; 431 dam = -dam;
432
461 new_symptom->stats.dam = dam; 433 new_symptom->stats.dam = dam;
462 } 434 }
463 435
464
465 new_symptom->stats.maxsp = disease->stats.maxsp; 436 new_symptom->stats.maxsp = disease->stats.maxsp;
466 new_symptom->stats.food = new_symptom->stats.maxgrace; 437 new_symptom->stats.food = new_symptom->stats.maxgrace;
467 438
468 new_symptom->name = new_symptom->name_pl = disease->name; 439 new_symptom->name = new_symptom->name_pl = disease->name;
469 440
470 new_symptom->level = disease->level; 441 new_symptom->level = disease->level;
471 new_symptom->speed = disease->speed; 442 new_symptom->speed = disease->speed;
472 new_symptom->value = 0; 443 new_symptom->value = 0;
444
445 for (int i = 0; i < NUM_STATS; ++i)
473 new_symptom->stats.Str = disease->stats.Str; 446 new_symptom->stats.stat (i) = disease->stats.stat (i);
474 new_symptom->stats.Dex = disease->stats.Dex; 447
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; 448 new_symptom->stats.sp = disease->stats.sp;
481 new_symptom->stats.food = disease->last_eat; 449 new_symptom->stats.food = disease->last_eat;
482 new_symptom->stats.maxsp = disease->stats.maxsp; 450 new_symptom->stats.maxsp = disease->stats.maxsp;
483 new_symptom->last_sp = disease->last_sp; 451 new_symptom->last_sp = disease->last_sp;
484 new_symptom->stats.exp = 0; 452 new_symptom->stats.exp = 0;
485 new_symptom->stats.hp = disease->stats.hp; 453 new_symptom->stats.hp = disease->stats.hp;
486 new_symptom->msg = disease->msg; 454 new_symptom->msg = disease->msg;
487 new_symptom->attacktype = disease->attacktype; 455 new_symptom->attacktype = disease->attacktype;
488 new_symptom->other_arch = disease->other_arch; 456 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; 457 new_symptom->skill = disease->skill;
494 458
495 new_symptom->move_block = 0; 459 new_symptom->move_block = 0;
496 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
497 return 1; 466 return 1;
498 } 467 }
499 468
500 /* now deal with progressing diseases: we increase the debility 469 /* now deal with progressing diseases: we increase the debility
501 * caused by the symptoms. 470 * caused by the symptoms.
502 */ 471 */
503
504 if (disease->stats.ac != 0) 472 if (disease->stats.ac)
505 { 473 {
506 float scale; 474 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
507 475
508 symptom->value += disease->stats.ac;
509 scale = 1.0 + symptom->value / 100.0; 476 float scale = 1.f + symptom->value / 100.f;
477
510 /* now rescale all the debilities */ 478 /* now rescale all the debilities */
511 symptom->stats.Str = (int) (scale * disease->stats.Str); 479 for (int i = 0; i < NUM_STATS; ++i)
512 symptom->stats.Dex = (int) (scale * disease->stats.Dex); 480 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
513 symptom->stats.Con = (int) (scale * disease->stats.Con); 481
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); 482 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); 483 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
521 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); 484 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
522 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);
523 symptom->stats.exp = 0; 487 symptom->stats.exp = 0;
524 symptom->stats.hp = (int) (scale * disease->stats.hp); 488 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
525 symptom->msg = disease->msg; 489 symptom->msg = disease->msg;
526 symptom->attacktype = disease->attacktype; 490 symptom->attacktype = disease->attacktype;
527 symptom->other_arch = disease->other_arch; 491 symptom->other_arch = disease->other_arch;
528 } 492 }
493
529 SET_FLAG (symptom, FLAG_APPLIED); 494 SET_FLAG (symptom, FLAG_APPLIED);
530 fix_player (victim); 495 victim->update_stats ();
496
531 return 1; 497 return 1;
532} 498}
533
534 499
535/* grants immunity to plagues we've seen before. */ 500/* grants immunity to plagues we've seen before. */
536int 501int
537grant_immunity (object *disease) 502grant_immunity (object *disease)
538{ 503{
540 object *walk; 505 object *walk;
541 506
542 /* 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. */
543 if (disease->last_heal) 508 if (disease->last_heal)
544 return 0; 509 return 0;
510
545 /* first, search for an immunity of the same name */ 511 /* first, search for an immunity of the same name */
546 for (walk = disease->env->inv; walk; walk = walk->below) 512 for (walk = disease->env->inv; walk; walk = walk->below)
547 {
548 if (walk->type == 98 && !strcmp (disease->name, walk->name)) 513 if (walk->type == 98 && disease->name == walk->name)
549 { 514 {
550 walk->level = disease->level; 515 walk->level = disease->level;
551 return 1; /* just update the existing immunity. */ 516 return 1; /* just update the existing immunity. */
552 } 517 }
553 } 518
554 immunity = get_archetype ("immunity"); 519 immunity = get_archetype ("immunity");
520
555 immunity->name = disease->name; 521 immunity->name = disease->name;
556 immunity->level = disease->level; 522 immunity->level = disease->level;
557 immunity->move_block = 0; 523 immunity->move_block = 0;
524
558 insert_ob_in_ob (immunity, disease->env); 525 insert_ob_in_ob (immunity, disease->env);
526
559 return 1; 527 return 1;
560
561} 528}
562
563 529
564/* make the symptom do the nasty things it does */ 530/* make the symptom do the nasty things it does */
565
566int 531int
567move_symptom (object *symptom) 532move_symptom (object *symptom)
568{ 533{
569 object *victim = symptom->env; 534 object *victim = symptom->env;
570 object *new_ob; 535 object *new_ob;
571 int sp_reduce; 536 int sp_reduce;
572 537
573 if (victim == NULL || victim->map == NULL) 538 if (!victim || !victim->map)
574 { /* outside a monster/player, die immediately */ 539 { /* outside a monster/player, die immediately */
575 remove_ob (symptom); 540 symptom->destroy ();
576 free_object (symptom);
577 return 0; 541 return 0;
578 } 542 }
579 543
580 if (symptom->stats.dam > 0) 544 if (symptom->stats.dam > 0)
581 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 545 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
582 else 546 else
583 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);
584 548
585 if (symptom->stats.maxsp > 0) 549 if (symptom->stats.maxsp > 0)
586 sp_reduce = symptom->stats.maxsp; 550 sp_reduce = symptom->stats.maxsp;
587 else 551 else
588 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
589 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); 554 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
590 555
591 /* create the symptom "other arch" object and drop it here 556 /* create the symptom "other arch" object and drop it here
592 * under every part of the monster 557 * under every part of the monster
593 * The victim may well have died. 558 * The victim may well have died.
594 */ 559 */
595
596 if (victim->map == NULL)
597 return 0;
598 if (symptom->other_arch) 560 if (symptom->other_arch && victim->map)
599 { 561 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 { 562 {
607 new_ob = arch_to_object (symptom->other_arch); 563 new_ob = arch_to_object (symptom->other_arch);
608 new_ob->x = tmp->x; 564 new_ob->x = tmp->x;
609 new_ob->y = tmp->y; 565 new_ob->y = tmp->y;
610 new_ob->map = victim->map; 566 new_ob->map = victim->map;
611 insert_ob_in_map (new_ob, victim->map, victim, 0); 567 insert_ob_in_map (new_ob, victim->map, victim, 0);
612 } 568 }
613 } 569
614 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 570 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
615 571
616 return 1; 572 return 1;
617} 573}
618 574
619
620/* possibly infect due to direct physical contact 575/* possibly infect due to direct physical contact
621 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 576 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
622
623int 577int
624check_physically_infect (object *victim, object *hitter) 578check_physically_infect (object *victim, object *hitter)
625{ 579{
626 object *walk;
627
628 /* search for diseases, give every disease a chance to infect */ 580 /* search for diseases, give every disease a chance to infect */
629 for (walk = hitter->inv; walk != NULL; walk = walk->below) 581 for (object *disease = hitter->inv; disease; disease = disease->below)
630 if (walk->type == DISEASE) 582 if (disease->type == DISEASE)
631 infect_object (victim, walk, 0); 583 infect_object (victim, disease, 0);
584
632 return 1; 585 return 1;
633} 586}
634 587
635/* find a disease in someone*/ 588// find a disease in someone
636object * 589object *
637find_disease (object *victim) 590find_disease (object *victim)
638{ 591{
639 object *walk; 592 for (object *disease = victim->inv; disease; disease = disease->below)
640
641 for (walk = victim->inv; walk; walk = walk->below)
642 if (walk->type == DISEASE) 593 if (disease->type == DISEASE)
643 return walk; 594 return disease;
595
644 return NULL; 596 return 0;
645} 597}
646 598
647/* do the cure disease stuff, from the spell "cure disease" */ 599/* do the cure disease stuff, from the spell "cure disease" */
648
649int 600int
650cure_disease (object *sufferer, object *caster) 601cure_disease (object *sufferer, object *caster, object *spell)
651{ 602{
652 object *disease, *next; 603 object *disease, *next;
653 int casting_level;
654 int cure = 0; 604 int cure = 0;
655 605
656 if (caster)
657 casting_level = caster->level;
658 else
659 casting_level = 1000; /* if null caster, CURE all. */ 606 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
660 607
661 for (disease = sufferer->inv; disease; disease = next) 608 for (disease = sufferer->inv; disease; disease = next)
662 { 609 {
663 next = disease->below; 610 next = disease->below;
664 611
665 if (disease->type == DISEASE) 612 if (disease->type == DISEASE)
666 { /* attempt to cure this disease */ 613 { /* attempt to cure this disease */
667 /* If caster lvel is higher than disease level, cure chance 614 /* If caster level is higher than disease level, cure chance
668 * is automatic. If lower, then the chance is basically 615 * is automatic. If lower, then the chance is basically
669 * 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
670 * is 1 in 5. 617 * is 1 in 5.
671 */ 618 */
672 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))))
673 { 620 {
674
675 remove_symptoms (disease); 621 remove_symptoms (disease);
676 remove_ob (disease);
677 cure = 1; 622 cure = 1;
623
678 if (caster) 624 if (caster && spell)
679 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);
680 free_object (disease); 626
627 disease->destroy ();
681 } 628 }
682 } 629 }
683 } 630 }
631
684 if (cure) 632 if (cure)
685 { 633 {
686 /* Only draw these messages once */ 634 /* Only draw these messages once */
687 if (caster) 635 if (caster)
688 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
689 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.");
690 } 639 }
640
691 return 1; 641 return 1;
692} 642}
693 643
694/* reduces disease progression: reduce_symptoms 644/* reduces disease progression: reduce_symptoms
695 * return true if we actually reduce a disease. 645 * return true if we actually reduce a disease.
696 */ 646 */
697
698int 647int
699reduce_symptoms (object *sufferer, int reduction) 648reduce_symptoms (object *sufferer, int reduction)
700{ 649{
701 object *walk; 650 object *walk;
702 int success = 0; 651 int success = 0;
706 if (walk->type == SYMPTOM) 655 if (walk->type == SYMPTOM)
707 { 656 {
708 if (walk->value > 0) 657 if (walk->value > 0)
709 { 658 {
710 success = 1; 659 success = 1;
711 walk->value = MAX (0, walk->value - 2 * reduction); 660 walk->value = max (0, walk->value - 2 * reduction);
712 /* give the disease time to modify this symptom, 661 /* give the disease time to modify this symptom,
713 * and reduce its severity. */ 662 * and reduce its severity. */
714 walk->speed_left = 0; 663 walk->speed_left = 0;
715 } 664 }
716 } 665 }
717 } 666 }
667
718 if (success) 668 if (success)
719 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
720 return success; 671 return success;
721} 672}

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