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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.41 by root, Mon Aug 27 05:10:51 2007 UTC vs.
Revision 1.71 by root, Mon Oct 29 23:55:55 2012 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the code implementing diseases, 25/* This file contains all the code implementing diseases,
25 * except for odds and ends in attack.c and in 26 * except for odds and ends in attack.c and in
26 * living.c 27 * living.c
27 */ 28 */
28 29
29/* 30/*
30 31
35other_arch Creation object created and dropped when symptom moved. 36other_arch Creation object created and dropped when symptom moved.
36title Message When the "disease" "infects" something, it will 37title Message When the "disease" "infects" something, it will
37 print "title victim!!!" to the player who owns 38 print "title victim!!!" to the player who owns
38 the "disease". 39 the "disease".
39wc+ Infectiousness How well the plague spreads person-to-person 40wc+ Infectiousness How well the plague spreads person-to-person
40magic+ Range range of infection 41magic+ Range range of infection
41Stats* Disability What stats are reduced by the disease (str con...) 42Stats* Disability What stats are reduced by the disease (str con...)
42maxhp+ Persistence How long the disease can last OUTSIDE the host. 43maxhp+ Persistence How long the disease can last OUTSIDE the host.
43value TimeLeft Counter for persistence 44value TimeLeft Counter for persistence
44dam^ Damage How much damage it does (%?). 45dam^ Damage How much damage it does (%?).
45maxgrace+ Duration How long before the disease is naturally cured. 46maxgrace+ Duration How long before the disease is naturally cured.
46food DurCount Counter for Duration 47food DurCount Counter for Duration
47 48
48speed Speed How often the disease moves. 49speed Speed How often the disease moves.
49last_sp^ Lethargy Percentage of max speed. 10 = 10% speed. 50last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
50 51
51maxsp^ Mana deplete Saps mana. 52maxsp^ Mana deplete Saps mana.
52ac^ Progressiveness How the diseases increases in severity. 53ac^ Progressiveness How the diseases increases in severity.
53last_eat*^ Deplete food saps food if negative 54last_eat*^ Deplete food saps food if negative
54last_heal GrantImmunity If nonzero, disease does NOT grant immunity 55last_heal GrantImmunity If nonzero, disease does NOT grant immunity
55 when it runs out 56 when it runs out
56 57
57exp experience experience awarded when plague cured 58exp experience experience awarded when plague cured
58hp*^ ReduceRegen reduces regeneration of disease-bearer 59hp*^ ReduceRegen reduces regeneration of disease-bearer
59sp*^ ReduceSpRegen reduces spellpoint regeneration 60sp*^ ReduceSpRegen reduces spellpoint regeneration
60 61
61name Name Name of the plague 62name Name Name of the plague
62msg message What the plague says when it strikes. 63msg message What the plague says when it strikes.
63race those affected species/race the plague strikes (* = everything) 64race those affected species/race the plague strikes (* = everything)
64level Plague Level General description of the plague's deadliness 65level Plague Level General description of the plague's deadliness
65armour Attenuation reduction in wc per generation of disease. 66armour Attenuation reduction in wc per generation of disease.
66 This builds in a self-limiting factor. 67 This builds in a self-limiting factor.
67
68 68
69Explanations: 69Explanations:
70* means this # should be negative to cause adverse effect. 70* means this # should be negative to cause adverse effect.
71+ means that this effect is modulated in spells by ldur 71+ means that this effect is modulated in spells by ldur
72^ means that this effect is modulated in spells by ldam 72^ means that this effect is modulated in spells by ldam
137 Diseases may be contageous. They are objects which exist in a player's 137 Diseases may be contageous. They are objects which exist in a player's
138inventory. They themselves do nothing, except modify Symptoms, or 138inventory. They themselves do nothing, except modify Symptoms, or
139spread to other live objects. Symptoms are what actually damage the player: 139spread to other live objects. Symptoms are what actually damage the player:
140these are their own object. */ 140these are their own object. */
141 141
142/* check if victim is susceptible to disease. */ 142/* grants immunity to plagues we've seen before. */
143static int 143static int
144is_susceptible_to_disease (object *victim, object *disease) 144grant_immunity (object *disease)
145{ 145{
146 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 146 object *immunity;
147 object *walk;
148
149 /* Don't give immunity to this disease if last_heal is set. */
150 if (disease->last_heal)
147 return 0; 151 return 0;
148 152
149 if (victim->flag [FLAG_WIZ]) 153 /* first, search for an immunity of the same name */
150 return 0; 154 for (walk = disease->env->inv; walk; walk = walk->below)
155 if (disease->name == walk->name && walk->is_immunity ())
156 {
157 walk->level = disease->level;
158 return 1; /* just update the existing immunity. */
159 }
151 160
152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 161 immunity = archetype::get (shstr_immunity);
162
163 immunity->name = disease->name;
164 immunity->level = disease->level;
165 immunity->move_block = 0;
166
167 insert_ob_in_ob (immunity, disease->env);
168
153 return 1; 169 return 1;
170}
154 171
155 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) 172/* argument is a disease */
173static object *
174find_symptom (object *disease)
175{
176 /* check the inventory for symptoms */
177 for (object *walk = disease->env->inv; walk; walk = walk->below)
178 if (walk->name == disease->name && walk->type == SYMPTOM)
156 return 1; 179 return walk;
157 180
158 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
159 return 1;
160
161 return 0; 181 return NULL;
162}
163
164int
165move_disease (object *disease)
166{
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.
169 */
170
171 if (!disease->env)
172 { /* we're outside of someone */
173 if (disease->stats.maxhp > 0)
174 disease->value--;
175
176 if (!disease->value)
177 {
178 disease->destroy ();
179 return 1;
180 }
181 }
182 else
183 {
184 /* if we're inside a person, have the disease run its course */
185 /* negative/zero food denotes "perpetual" diseases. */
186 if (disease->stats.food > 0)
187 {
188 disease->stats.food--;
189
190 if (!disease->stats.food)
191 {
192 remove_symptoms (disease); /* remove the symptoms of this disease */
193 grant_immunity (disease);
194 disease->destroy ();
195 return 1;
196 }
197 }
198 }
199
200 /* check to see if we infect others */
201 check_infection (disease);
202
203 /* impose or modify the symptoms of the disease */
204 if (disease->env && is_susceptible_to_disease (disease->env, disease))
205 do_symptoms (disease);
206
207 return 0;
208} 182}
209 183
210/* remove any symptoms of disease 184/* remove any symptoms of disease
211 * Modified by MSW 2003-03-28 do try to find all the symptom the 185 * Modified by MSW 2003-03-28 do try to find all the symptom the
212 * player may have - I think through some odd interactoins with 186 * player may have - I think through some odd interactoins with
213 * disease level and player level and whatnot, a player could get 187 * disease level and player level and whatnot, a player could get
214 * more than one symtpom to a disease. 188 * more than one symtpom to a disease.
215 */ 189 */
216int 190static int
217remove_symptoms (object *disease) 191remove_symptoms (object *disease)
218{ 192{
219 object *symptom, *victim = NULL; 193 object *symptom, *victim = NULL;
220 194
221 while ((symptom = find_symptom (disease)) != NULL) 195 while ((symptom = find_symptom (disease)) != NULL)
230 victim->update_stats (); 204 victim->update_stats ();
231 205
232 return 0; 206 return 0;
233} 207}
234 208
235/* argument is a disease */
236object *
237find_symptom (object *disease)
238{
239 /* check the inventory for symptoms */
240 for (object *walk = disease->env->inv; walk; walk = walk->below)
241 if (walk->name == disease->name && walk->type == SYMPTOM)
242 return walk;
243
244 return NULL;
245}
246
247/* searches around for more victims to infect */ 209/* searches around for more victims to infect */
248int 210static int
249check_infection (object *disease) 211check_infection (object *disease)
250{ 212{
251 int x, y;
252 maptile *map, *map2;
253 object *tmp;
254
255 int range = abs (disease->magic); 213 int range = abs (disease->magic);
256 214
257 if (disease->env) 215 object *op = disease->outer_env_or_self ();
258 {
259 x = disease->env->x;
260 y = disease->env->y;
261 map = disease->env->map;
262 }
263 else
264 {
265 x = disease->x;
266 y = disease->y;
267 map = disease->map;
268 }
269 216
270 if (!map) 217 if (!op->is_on_map ())
271 return 0; 218 return 0;
272 219
273 for (int i = x - range; i <= x + range; i++) 220 dynbuf buf;
274 for (int j = y - range; j <= y + range; j++) 221 unordered_mapwalk (buf, op, -range, -range, range, range)
275 { 222 {
276 sint16 i2, j2; 223 mapspace &ms = m->at (nx, ny);
277 int mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
278 224
279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 225 if (ms.flags () & P_IS_ALIVE)
280 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) 226 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
281 infect_object (tmp, disease, 0); 227 infect_object (tmp, disease, 0);
282 } 228 }
283 229
284 return 1; 230 return 1;
285} 231}
286 232
287/* check to see if an object is infectable: 233/* check if victim is susceptible to disease. */
288 * objects with immunity aren't infectable. 234static int
289 * objects already infected aren't infectable. 235is_susceptible_to_disease (object *victim, object *disease)
290 * dead objects aren't infectable.
291 * undead objects are infectible only if specifically named.
292*/
293int
294infect_object (object *victim, object *disease, int force)
295{ 236{
296 object *tmp; 237 if (!victim->flag [FLAG_ALIVE])
297 object *new_disease;
298
299 /* don't infect inanimate objects */
300 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
301 return 0; 238 return 0;
302 239
303 /* check and see if victim can catch disease: diseases 240 if (victim->flag [FLAG_WIZ])
304 * are specific
305 */
306 if (!is_susceptible_to_disease (victim, disease))
307 return 0; 241 return 0;
308 242
309 /* roll the dice on infection before doing the inventory check! */ 243 if (disease->race.contains ("*") && !victim->flag [FLAG_UNDEAD])
310 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
311 return 0; 244 return 1;
312 245
313 /* do an immunity check */ 246 if ((disease->race == shstr_undead) && victim->flag [FLAG_UNDEAD])
314
315 /* There used to (IMO) be a flaw in the below - it used to be the case
316 * that if level check was done for both immunity and disease. This could
317 * result in a person with multiple afflictions of the same disease
318 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
319 * they were cast in that same order. Instead, change it so that
320 * if you diseased, you can't get diseased more.
321 */
322
323 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
324 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
325 return 0; /* Immune! */
326 else if (tmp->type == DISEASE && tmp->name == disease->name)
327 return 0; /* already diseased */
328
329 /* If we've gotten this far, go ahead and infect the victim. */
330
331 new_disease = disease->clone ();
332
333 new_disease->stats.food = disease->stats.maxgrace;
334 new_disease->value = disease->stats.maxhp;
335 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
336
337 /* This appears to be a horrible case of overloading 'NO_PASS'
338 * for meaning in the diseases.
339 */
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
351 if (new_disease->owner && new_disease->owner->type == PLAYER)
352 {
353 const char *buf;
354
355 /* if the disease has a title, it has a special infection message
356 * This messages is printed in the form MESSAGE victim
357 */
358 if (new_disease->title)
359 buf = format ("%s %s!!", &disease->title, &victim->name);
360 else
361 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
362
363 if (victim->type == PLAYER)
364 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
365 else
366 new_draw_info (0, 4, new_disease->owner, buf);
367 }
368
369 if (victim->type == PLAYER)
370 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
371
372 return 1; 247 return 1;
248
249 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
250 return 1;
251
252 return 0;
373} 253}
374 254
375/* this function monitors the symptoms caused by the disease (if any), 255/* this function monitors the symptoms caused by the disease (if any),
376causes symptoms, and modifies existing symptoms in the case of 256causes symptoms, and modifies existing symptoms in the case of
377existing diseases. */ 257existing diseases. */
378int 258static int
379do_symptoms (object *disease) 259do_symptoms (object *disease)
380{ 260{
381 object *symptom; 261 object *symptom;
382 object *victim; 262 object *victim;
383 object *tmp; 263 object *tmp;
408 return 0; 288 return 0;
409 289
410 /* check for an actual immunity */ 290 /* check for an actual immunity */
411 /* do an immunity check */ 291 /* do an immunity check */
412 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) 292 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
413 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 293 if (tmp->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */
414 if (tmp->name == disease->name && tmp->level >= disease->level) 294 if (tmp->level >= disease->level)
415 return 0; /* Immune! */ 295 return 0; /* Immune! */
416 296
417 object *new_symptom = get_archetype ("symptom"); 297 object *new_symptom = archetype::get (shstr_symptom);
418 298
419 /* Something special done with dam. We want diseases to be more 299 /* Something special done with dam. We want diseases to be more
420 * random in what they'll kill, so we'll make the damage they 300 * random in what they'll kill, so we'll make the damage they
421 * do random, note, this has a weird effect with progressive diseases. 301 * do random, note, this has a weird effect with progressive diseases.
422 */ 302 */
437 new_symptom->stats.food = new_symptom->stats.maxgrace; 317 new_symptom->stats.food = new_symptom->stats.maxgrace;
438 318
439 new_symptom->name = new_symptom->name_pl = disease->name; 319 new_symptom->name = new_symptom->name_pl = disease->name;
440 320
441 new_symptom->level = disease->level; 321 new_symptom->level = disease->level;
442 new_symptom->speed = disease->speed;
443 new_symptom->value = 0; 322 new_symptom->value = 0;
323
324 new_symptom->set_speed (disease->speed);
444 325
445 for (int i = 0; i < NUM_STATS; ++i) 326 for (int i = 0; i < NUM_STATS; ++i)
446 new_symptom->stats.stat (i) = disease->stats.stat (i); 327 new_symptom->stats.stat (i) = disease->stats.stat (i);
447 328
448 new_symptom->stats.sp = disease->stats.sp; 329 new_symptom->stats.sp = disease->stats.sp;
489 symptom->msg = disease->msg; 370 symptom->msg = disease->msg;
490 symptom->attacktype = disease->attacktype; 371 symptom->attacktype = disease->attacktype;
491 symptom->other_arch = disease->other_arch; 372 symptom->other_arch = disease->other_arch;
492 } 373 }
493 374
494 SET_FLAG (symptom, FLAG_APPLIED); 375 symptom->set_flag (FLAG_APPLIED);
495 victim->update_stats (); 376 victim->update_stats ();
496 377
497 return 1; 378 return 1;
498} 379}
499 380
500/* grants immunity to plagues we've seen before. */
501int 381int
502grant_immunity (object *disease) 382move_disease (object *disease)
503{ 383{
504 object *immunity; 384 /* First task is to determine if the disease is inside or outside of someone.
385 * If outside, we decrement 'value' until we're gone.
386 */
387
388 if (!disease->env)
389 { /* we're outside of someone */
390 if (disease->stats.maxhp > 0)
391 disease->value--;
392
393 if (!disease->value)
394 {
395 disease->destroy ();
396 return 1;
397 }
398 }
399 else
400 {
401 /* if we're inside a person, have the disease run its course */
402 /* negative/zero food denotes "perpetual" diseases. */
403 if (disease->stats.food > 0)
404 {
405 disease->stats.food--;
406
407 if (!disease->stats.food)
408 {
409 remove_symptoms (disease); /* remove the symptoms of this disease */
410 grant_immunity (disease);
411 disease->destroy ();
412 return 1;
413 }
414 }
415 }
416
417 /* check to see if we infect others */
418 check_infection (disease);
419
420 /* impose or modify the symptoms of the disease */
421 if (disease->env && is_susceptible_to_disease (disease->env, disease))
422 do_symptoms (disease);
423
424 return 0;
425}
426
427/* check to see if an object is infectable:
428 * objects with immunity aren't infectable.
429 * objects already infected aren't infectable.
430 * dead objects aren't infectable.
431 * undead objects are infectible only if specifically named.
432*/
433int
434infect_object (object *victim, object *disease, int force)
435{
505 object *walk; 436 object *tmp;
437 object *new_disease;
506 438
507 /* Don't give immunity to this disease if last_heal is set. */ 439 /* don't infect inanimate objects */
508 if (disease->last_heal) 440 if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER))
509 return 0; 441 return 0;
510 442
511 /* first, search for an immunity of the same name */ 443 /* check and see if victim can catch disease: diseases
512 for (walk = disease->env->inv; walk; walk = walk->below) 444 * are specific
513 if (walk->type == 98 && disease->name == walk->name) 445 */
446 if (!is_susceptible_to_disease (victim, disease))
447 return 0;
448
449 /* roll the dice on infection before doing the inventory check! */
450 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
451 return 0;
452
453 /* do an immunity check */
454
455 /* There used to (IMO) be a flaw in the below - it used to be the case
456 * that if level check was done for both immunity and disease. This could
457 * result in a person with multiple afflictions of the same disease
458 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
459 * they were cast in that same order. Instead, change it so that
460 * if you diseased, you can't get diseased more.
461 */
462
463 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
464 if (tmp->name == disease->name && tmp->is_immunity () && tmp->level >= disease->level)
465 return 0; /* Immune! */
466 else if (tmp->type == DISEASE && tmp->name == disease->name)
467 return 0; /* already diseased */
468
469 /* If we've gotten this far, go ahead and infect the victim. */
470
471 new_disease = disease->clone ();
472
473 new_disease->stats.food = disease->stats.maxgrace;
474 new_disease->value = disease->stats.maxhp;
475 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
476
477 /* This appears to be a horrible case of overloading 'NO_PASS'
478 * for meaning in the diseases.
479 */
480 new_disease->move_block = 0;
481
482 // insert before setting the owner
483 victim->head_ ()->insert (new_disease);
484
485 if (disease->owner)
486 new_disease->set_owner (disease->owner);
487 else if (object *pl = disease->in_player ())
488 /* for diseases which are passed by hitting, set owner and skill */
489 new_disease->set_owner (pl);
490
491 if (INVOKE_OBJECT (INFECT, victim, ARG_OBJECT (disease), ARG_OBJECT (new_disease)))
492 return 1;
493
494 if (new_disease->owner && new_disease->owner->type == PLAYER)
514 { 495 {
515 walk->level = disease->level; 496 const char *buf;
516 return 1; /* just update the existing immunity. */ 497
498 /* if the disease has a title, it has a special infection message
499 * This messages is printed in the form MESSAGE victim
500 */
501 if (new_disease->title)
502 buf = format ("%s %s!!", &disease->title, &victim->name);
503 else
504 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
505
506 if (victim->type == PLAYER)
507 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
508 else
509 new_draw_info (0, 4, new_disease->owner, buf);
517 } 510 }
518 511
519 immunity = get_archetype ("immunity"); 512 if (victim->type == PLAYER)
520 513 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
521 immunity->name = disease->name;
522 immunity->level = disease->level;
523 immunity->move_block = 0;
524
525 insert_ob_in_ob (immunity, disease->env);
526 514
527 return 1; 515 return 1;
528} 516}
529 517
530/* make the symptom do the nasty things it does */ 518/* make the symptom do the nasty things it does */
531int 519int
532move_symptom (object *symptom) 520move_symptom (object *symptom)
533{ 521{
534 object *victim = symptom->env; 522 object *victim = symptom->env;
535 object *new_ob;
536 int sp_reduce;
537 523
538 if (!victim || !victim->map) 524 if (!victim || !victim->map)
539 { /* outside a monster/player, die immediately */ 525 { /* outside a monster/player, die immediately */
540 symptom->destroy (); 526 symptom->destroy ();
541 return 0; 527 return 0;
542 } 528 }
543 529
544 if (symptom->stats.dam > 0)
545 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
546 else
547 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
548
549 if (symptom->stats.maxsp > 0)
550 sp_reduce = symptom->stats.maxsp;
551 else
552 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
553
554 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
555
556 /* create the symptom "other arch" object and drop it here 530 /* create the symptom "other arch" object and drop it here
557 * under every part of the monster 531 * under every part of the monster
558 * The victim may well have died. 532 * The victim may well have died.
559 */ 533 */
560 if (symptom->other_arch && victim->map) 534 if (victim->map)
535 {
536 victim->play_sound (symptom->sound);
537
538 if (symptom->other_arch)
561 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) 539 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
562 { 540 {
563 new_ob = arch_to_object (symptom->other_arch); 541 object *new_ob = symptom->other_arch->instance ();
564 new_ob->x = tmp->x; 542 new_ob->x = tmp->x;
565 new_ob->y = tmp->y; 543 new_ob->y = tmp->y;
566 new_ob->map = victim->map; 544 new_ob->map = victim->map;
567 insert_ob_in_map (new_ob, victim->map, victim, 0); 545 insert_ob_in_map (new_ob, victim->map, victim, 0);
546 }
568 } 547 }
548
549 int damage =
550 symptom->stats.dam > 0
551 ? symptom->stats.dam
552 : max (1, victim->stats.maxhp * -symptom->stats.dam / 100);
553
554 hit_player (victim, damage, symptom, symptom->attacktype, 1);
555
556 int sp_reduce =
557 symptom->stats.maxsp > 0
558 ? symptom->stats.maxsp
559 : max (1, victim->stats.maxsp * -symptom->stats.maxsp / 100);
560
561 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
569 562
570 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 563 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
571 564
572 return 1; 565 return 1;
573} 566}
581 for (object *disease = hitter->inv; disease; disease = disease->below) 574 for (object *disease = hitter->inv; disease; disease = disease->below)
582 if (disease->type == DISEASE) 575 if (disease->type == DISEASE)
583 infect_object (victim, disease, 0); 576 infect_object (victim, disease, 0);
584 577
585 return 1; 578 return 1;
586}
587
588// find a disease in someone
589object *
590find_disease (object *victim)
591{
592 for (object *disease = victim->inv; disease; disease = disease->below)
593 if (disease->type == DISEASE)
594 return disease;
595
596 return 0;
597} 579}
598 580
599/* do the cure disease stuff, from the spell "cure disease" */ 581/* do the cure disease stuff, from the spell "cure disease" */
600int 582int
601cure_disease (object *sufferer, object *caster, object *spell) 583cure_disease (object *sufferer, object *caster, object *spell)
639 } 621 }
640 622
641 return 1; 623 return 1;
642} 624}
643 625
626#if 0 // unused, but seems interesting
644/* reduces disease progression: reduce_symptoms 627/* reduces disease progression: reduce_symptoms
645 * return true if we actually reduce a disease. 628 * return true if we actually reduce a disease.
646 */ 629 */
647int 630static int
648reduce_symptoms (object *sufferer, int reduction) 631reduce_symptoms (object *sufferer, int reduction)
649{ 632{
650 object *walk; 633 object *walk;
651 int success = 0; 634 int success = 0;
652 635
668 if (success) 651 if (success)
669 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 652 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
670 653
671 return success; 654 return success;
672} 655}
656#endif

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