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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.14 by root, Tue Dec 26 08:54:59 2006 UTC vs.
Revision 1.54 by root, Fri Nov 6 12:49:19 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 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 31
32For DISEASES: 32For DISEASES:
33Stat Property Definition 33Stat Property Definition
45dam^ Damage How much damage it does (%?). 45dam^ Damage How much damage it does (%?).
46maxgrace+ Duration How long before the disease is naturally cured. 46maxgrace+ Duration How long before the disease is naturally cured.
47food DurCount Counter for Duration 47food DurCount Counter for Duration
48 48
49speed Speed How often the disease moves. 49speed Speed How often the disease moves.
50last_sp^ Lethargy Percentage of max speed--10 = 10% speed. 50last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
51 51
52maxsp^ Mana deplete Saps mana. 52maxsp^ Mana deplete Saps mana.
53ac^ Progressiveness How the diseases increases in severity. 53ac^ Progressiveness How the diseases increases in severity.
54last_eat*^ Deplete food saps food if negative 54last_eat*^ Deplete food saps food if negative
55last_heal GrantImmunity If nonzero, disease does NOT grant immunity 55last_heal GrantImmunity If nonzero, disease does NOT grant immunity
138 Diseases may be contageous. They are objects which exist in a player's 138 Diseases may be contageous. They are objects which exist in a player's
139inventory. They themselves do nothing, except modify Symptoms, or 139inventory. They themselves do nothing, except modify Symptoms, or
140spread to other live objects. Symptoms are what actually damage the player: 140spread to other live objects. Symptoms are what actually damage the player:
141these are their own object. */ 141these are their own object. */
142 142
143/* grants immunity to plagues we've seen before. */
144static int
145grant_immunity (object *disease)
146{
147 object *immunity;
148 object *walk;
149
150 /* Don't give immunity to this disease if last_heal is set. */
151 if (disease->last_heal)
152 return 0;
153
154 /* first, search for an immunity of the same name */
155 for (walk = disease->env->inv; walk; walk = walk->below)
156 if (walk->type == 98 && disease->name == walk->name)
157 {
158 walk->level = disease->level;
159 return 1; /* just update the existing immunity. */
160 }
161
162 immunity = get_archetype ("immunity");
163
164 immunity->name = disease->name;
165 immunity->level = disease->level;
166 immunity->move_block = 0;
167
168 insert_ob_in_ob (immunity, disease->env);
169
170 return 1;
171}
172
173/* argument is a disease */
174static object *
175find_symptom (object *disease)
176{
177 /* check the inventory for symptoms */
178 for (object *walk = disease->env->inv; walk; walk = walk->below)
179 if (walk->name == disease->name && walk->type == SYMPTOM)
180 return walk;
181
182 return NULL;
183}
184
185/* remove any symptoms of disease
186 * Modified by MSW 2003-03-28 do try to find all the symptom the
187 * player may have - I think through some odd interactoins with
188 * disease level and player level and whatnot, a player could get
189 * more than one symtpom to a disease.
190 */
191static int
192remove_symptoms (object *disease)
193{
194 object *symptom, *victim = NULL;
195
196 while ((symptom = find_symptom (disease)) != NULL)
197 {
198 if (!victim)
199 victim = symptom->env;
200
201 symptom->destroy ();
202 }
203
204 if (victim)
205 victim->update_stats ();
206
207 return 0;
208}
209
210/* searches around for more victims to infect */
211static int
212check_infection (object *disease)
213{
214 int range = abs (disease->magic);
215
216 object *op = disease->outer_env_or_self ();
217
218 if (!op->is_on_map ())
219 return 0;
220
221 unordered_mapwalk (op, -range, -range, range, range)
222 {
223 mapspace &ms = m->at (nx, ny);
224
225 if (ms.flags () & P_IS_ALIVE)
226 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
227 infect_object (tmp, disease, 0);
228 }
229
230 return 1;
231}
232
143/* check if victim is susceptible to disease. */ 233/* check if victim is susceptible to disease. */
144static int 234static int
145is_susceptible_to_disease (object *victim, object *disease) 235is_susceptible_to_disease (object *victim, object *disease)
146{ 236{
147 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 237 if (!QUERY_FLAG (victim, FLAG_ALIVE))
148 return 0; 238 return 0;
149 239
240 if (victim->flag [FLAG_WIZ])
241 return 0;
242
150 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 243 if (disease->race.contains ("*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
151 return 1; 244 return 1;
152 245
153 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) 246 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
154 return 1; 247 return 1;
155 248
156 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) 249 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
157 return 1; 250 return 1;
158 251
159 return 0; 252 return 0;
253}
254
255/* this function monitors the symptoms caused by the disease (if any),
256causes symptoms, and modifies existing symptoms in the case of
257existing diseases. */
258static int
259do_symptoms (object *disease)
260{
261 object *symptom;
262 object *victim;
263 object *tmp;
264
265 victim = disease->env;
266
267 if (!victim)
268 return 0; /* no-one to inflict symptoms on */
269
270 /* This is a quick hack - for whatever reason, disease->env will point
271 * back to disease, causing endless loops. Why this happens really needs
272 * to be found, but this should at least prevent the infinite loops.
273 */
274 //TODO: should no longer be the case, monitor, and remove
275 if (victim == disease)
276 {
277 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
278 return 0;
279 }
280
281 symptom = find_symptom (disease);
282 if (!symptom)
283 {
284 /* no symptom? need to generate one! */
285
286 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
287 if (!is_susceptible_to_disease (victim, disease))
288 return 0;
289
290 /* check for an actual immunity */
291 /* do an immunity check */
292 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
293 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
294 if (tmp->name == disease->name && tmp->level >= disease->level)
295 return 0; /* Immune! */
296
297 object *new_symptom = get_archetype ("symptom");
298
299 /* Something special done with dam. We want diseases to be more
300 * random in what they'll kill, so we'll make the damage they
301 * do random, note, this has a weird effect with progressive diseases.
302 */
303 if (disease->stats.dam)
304 {
305 int dam = disease->stats.dam;
306
307 /* reduce the damage, on average, 50%, and making things random. */
308
309 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
310 if (disease->stats.dam < 0)
311 dam = -dam;
312
313 new_symptom->stats.dam = dam;
314 }
315
316 new_symptom->stats.maxsp = disease->stats.maxsp;
317 new_symptom->stats.food = new_symptom->stats.maxgrace;
318
319 new_symptom->name = new_symptom->name_pl = disease->name;
320
321 new_symptom->level = disease->level;
322 new_symptom->speed = disease->speed;
323 new_symptom->value = 0;
324
325 for (int i = 0; i < NUM_STATS; ++i)
326 new_symptom->stats.stat (i) = disease->stats.stat (i);
327
328 new_symptom->stats.sp = disease->stats.sp;
329 new_symptom->stats.food = disease->last_eat;
330 new_symptom->stats.maxsp = disease->stats.maxsp;
331 new_symptom->last_sp = disease->last_sp;
332 new_symptom->stats.exp = 0;
333 new_symptom->stats.hp = disease->stats.hp;
334 new_symptom->msg = disease->msg;
335 new_symptom->attacktype = disease->attacktype;
336 new_symptom->other_arch = disease->other_arch;
337 new_symptom->skill = disease->skill;
338
339 new_symptom->move_block = 0;
340
341 victim->head_ ()->insert (new_symptom);
342
343 // set owner last, as insert clears owner
344 new_symptom->set_owner (disease->owner);
345
346 return 1;
347 }
348
349 /* now deal with progressing diseases: we increase the debility
350 * caused by the symptoms.
351 */
352 if (disease->stats.ac)
353 {
354 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
355
356 float scale = 1.f + symptom->value / 100.f;
357
358 /* now rescale all the debilities */
359 for (int i = 0; i < NUM_STATS; ++i)
360 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
361
362 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
363 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
364 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
365 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
366 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
367 symptom->stats.exp = 0;
368 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
369 symptom->msg = disease->msg;
370 symptom->attacktype = disease->attacktype;
371 symptom->other_arch = disease->other_arch;
372 }
373
374 SET_FLAG (symptom, FLAG_APPLIED);
375 victim->update_stats ();
376
377 return 1;
160} 378}
161 379
162int 380int
163move_disease (object *disease) 381move_disease (object *disease)
164{ 382{
165 /* first task is to determine if the disease is inside or outside of someone. 383 /* First task is to determine if the disease is inside or outside of someone.
166 * If outside, we decrement 'value' until we're gone. 384 * If outside, we decrement 'value' until we're gone.
167 */ 385 */
168 386
169 if (disease->env == NULL) 387 if (!disease->env)
170 { /* we're outside of someone */ 388 { /* we're outside of someone */
171 if (disease->stats.maxhp > 0) 389 if (disease->stats.maxhp > 0)
172 disease->value--; 390 disease->value--;
173 391
174 if (disease->value == 0) 392 if (!disease->value)
175 { 393 {
176 disease->destroy (); 394 disease->destroy ();
177 return 1; 395 return 1;
178 } 396 }
179 } 397 }
180 else 398 else
181 { 399 {
182 /* if we're inside a person, have the disease run its course */ 400 /* if we're inside a person, have the disease run its course */
183 /* negative foods denote "perpetual" diseases. */ 401 /* negative/zero food denotes "perpetual" diseases. */
184 if (disease->stats.food > 0) 402 if (disease->stats.food > 0)
185 { 403 {
186 disease->stats.food--; 404 disease->stats.food--;
187 405
188 if (disease->stats.food == 0) 406 if (!disease->stats.food)
189 { 407 {
190 remove_symptoms (disease); /* remove the symptoms of this disease */ 408 remove_symptoms (disease); /* remove the symptoms of this disease */
191 grant_immunity (disease); 409 grant_immunity (disease);
192 disease->destroy (); 410 disease->destroy ();
193 return 1; 411 return 1;
202 if (disease->env && is_susceptible_to_disease (disease->env, disease)) 420 if (disease->env && is_susceptible_to_disease (disease->env, disease))
203 do_symptoms (disease); 421 do_symptoms (disease);
204 422
205 return 0; 423 return 0;
206} 424}
207
208/* remove any symptoms of disease
209 * Modified by MSW 2003-03-28 do try to find all the symptom the
210 * player may have - I think through some odd interactoins with
211 * disease level and player level and whatnot, a player could get
212 * more than one symtpom to a disease.
213 */
214
215int
216remove_symptoms (object *disease)
217{
218 object *symptom, *victim = NULL;
219
220 while ((symptom = find_symptom (disease)) != NULL)
221 {
222 if (!victim)
223 victim = symptom->env;
224
225 symptom->destroy ();
226 }
227
228 if (victim)
229 victim->update_stats ();
230 return 0;
231}
232
233/* argument is a disease */
234object *
235find_symptom (object *disease)
236{
237 object *walk;
238
239 /* check the inventory for symptoms */
240 for (walk = disease->env->inv; walk; walk = walk->below)
241 if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM)
242 return walk;
243 return NULL;
244}
245
246/* searches around for more victims to infect */
247int
248check_infection (object *disease)
249{
250 int x, y, range, mflags;
251 maptile *map, *map2;
252 object *tmp;
253
254 range = abs (disease->magic);
255
256 if (disease->env)
257 {
258 x = disease->env->x;
259 y = disease->env->y;
260 map = disease->env->map;
261 }
262 else
263 {
264 x = disease->x;
265 y = disease->y;
266 map = disease->map;
267 }
268
269 if (!map)
270 return 0;
271
272 for (int i = x - range; i <= x + range; i++)
273 for (int j = y - range; j <= y + range; j++)
274 {
275 sint16 i2, j2;
276 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
277
278 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
279 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above)
280 infect_object (tmp, disease, 0);
281 }
282
283 return 1;
284}
285
286 425
287/* check to see if an object is infectable: 426/* check to see if an object is infectable:
288 * objects with immunity aren't infectable. 427 * objects with immunity aren't infectable.
289 * objects already infected aren't infectable. 428 * objects already infected aren't infectable.
290 * dead objects aren't infectable. 429 * dead objects aren't infectable.
309 /* roll the dice on infection before doing the inventory check! */ 448 /* roll the dice on infection before doing the inventory check! */
310 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) 449 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
311 return 0; 450 return 0;
312 451
313 /* do an immunity check */ 452 /* do an immunity check */
314 if (victim->head)
315 tmp = victim->head->inv;
316 else
317 tmp = victim->inv;
318 453
319 /* There used to (IMO) be a flaw in the below - it used to be the case 454 /* There used to (IMO) be a flaw in the below - it used to be the case
320 * that if level check was done for both immunity and disease. This could 455 * that if level check was done for both immunity and disease. This could
321 * result in a person with multiple afflictions of the same disease 456 * result in a person with multiple afflictions of the same disease
322 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as 457 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
323 * they were cast in that same order. Instead, change it so that 458 * they were cast in that same order. Instead, change it so that
324 * if you diseased, you can't get diseased more. 459 * if you diseased, you can't get diseased more.
325 */ 460 */
326 461
327 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 462 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
328 {
329 if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 463 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
330 return 0; /*Immune! */ 464 return 0; /* Immune! */
331 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) 465 else if (tmp->type == DISEASE && tmp->name == disease->name)
332 return 0; /* already diseased */ 466 return 0; /* already diseased */
333 }
334 467
335 /* If we've gotten this far, go ahead and infect the victim. */ 468 /* If we've gotten this far, go ahead and infect the victim. */
469
336 new_disease = disease->clone (); 470 new_disease = disease->clone ();
471
337 new_disease->stats.food = disease->stats.maxgrace; 472 new_disease->stats.food = disease->stats.maxgrace;
338 new_disease->value = disease->stats.maxhp; 473 new_disease->value = disease->stats.maxhp;
339 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 474 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
340 475
341 /* Unfortunately, set_owner does the wrong thing to the skills pointers
342 * resulting in exp going into the owners *current* chosen skill.
343 */
344
345 if (disease->owner)
346 {
347 new_disease->set_owner (disease->owner);
348
349 /* Only need to update skill if different */
350 if (new_disease->skill != disease->skill)
351 new_disease->skill = disease->skill;
352 }
353 else
354 { /* for diseases which are passed by hitting, set owner and praying skill */
355 if (disease->env && disease->env->type == PLAYER)
356 {
357 object *player = disease->env;
358
359 new_disease->set_owner (player);
360
361 /* the skill pointer for these diseases should already be set up -
362 * hardcoding in 'praying' is not the right approach.
363 */
364 }
365 }
366
367 insert_ob_in_ob (new_disease, victim);
368 /* This appears to be a horrible case of overloading 'NO_PASS' 476 /* This appears to be a horrible case of overloading 'NO_PASS'
369 * for meaning in the diseases. 477 * for meaning in the diseases.
370 */ 478 */
371 new_disease->move_block = 0; 479 new_disease->move_block = 0;
480
481 // insert before setting the owner
482 victim->head_ ()->insert (new_disease);
483
484 if (disease->owner)
485 new_disease->set_owner (disease->owner);
486 else if (object *pl = disease->in_player ())
487 /* for diseases which are passed by hitting, set owner and skill */
488 new_disease->set_owner (pl);
489
372 if (new_disease->owner && new_disease->owner->type == PLAYER) 490 if (new_disease->owner && new_disease->owner->type == PLAYER)
373 { 491 {
374 char buf[128]; 492 const char *buf;
375 493
376 /* if the disease has a title, it has a special infection message 494 /* if the disease has a title, it has a special infection message
377 * This messages is printed in the form MESSAGE victim 495 * This messages is printed in the form MESSAGE victim
378 */ 496 */
379 if (new_disease->title) 497 if (new_disease->title)
380 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 498 buf = format ("%s %s!!", &disease->title, &victim->name);
381 else 499 else
382 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); 500 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
383 501
384 if (victim->type == PLAYER) 502 if (victim->type == PLAYER)
385 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 503 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
386 else 504 else
387 new_draw_info (0, 4, new_disease->owner, buf); 505 new_draw_info (0, 4, new_disease->owner, buf);
388 } 506 }
507
389 if (victim->type == PLAYER) 508 if (victim->type == PLAYER)
390 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); 509 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
391 510
392 return 1; 511 return 1;
393
394} 512}
395
396
397
398/* this function monitors the symptoms caused by the disease (if any),
399causes symptoms, and modifies existing symptoms in the case of
400existing diseases. */
401
402int
403do_symptoms (object *disease)
404{
405 object *symptom;
406 object *victim;
407 object *tmp;
408
409 victim = disease->env;
410
411 /* This is a quick hack - for whatever reason, disease->env will point
412 * back to disease, causing endless loops. Why this happens really needs
413 * to be found, but this should at least prevent the infinite loops.
414 */
415
416 if (victim == NULL || victim == disease)
417 return 0; /* no-one to inflict symptoms on */
418
419 symptom = find_symptom (disease);
420 if (symptom == NULL)
421 {
422 /* no symptom? need to generate one! */
423 object *new_symptom;
424
425 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
426 if (!is_susceptible_to_disease (victim, disease))
427 return 0;
428
429 /* check for an actual immunity */
430 /* do an immunity check */
431 if (victim->head)
432 tmp = victim->head->inv;
433 else
434 tmp = victim->inv;
435
436 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below)
437 {
438 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
439 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level)
440 return 0; /*Immune! */
441 }
442
443 new_symptom = get_archetype (ARCH_SYMPTOM);
444
445 /* Something special done with dam. We want diseases to be more
446 * random in what they'll kill, so we'll make the damage they
447 * do random, note, this has a weird effect with progressive diseases.
448 */
449 if (disease->stats.dam != 0)
450 {
451 int dam = disease->stats.dam;
452
453 /* reduce the damage, on average, 50%, and making things random. */
454
455 dam = random_roll (1, FABS (dam), victim, PREFER_LOW);
456 if (disease->stats.dam < 0)
457 dam = -dam;
458 new_symptom->stats.dam = dam;
459 }
460
461
462 new_symptom->stats.maxsp = disease->stats.maxsp;
463 new_symptom->stats.food = new_symptom->stats.maxgrace;
464
465 new_symptom->name = new_symptom->name_pl = disease->name;
466
467 new_symptom->level = disease->level;
468 new_symptom->speed = disease->speed;
469 new_symptom->value = 0;
470 new_symptom->stats.Str = disease->stats.Str;
471 new_symptom->stats.Dex = disease->stats.Dex;
472 new_symptom->stats.Con = disease->stats.Con;
473 new_symptom->stats.Wis = disease->stats.Wis;
474 new_symptom->stats.Int = disease->stats.Int;
475 new_symptom->stats.Pow = disease->stats.Pow;
476 new_symptom->stats.Cha = disease->stats.Cha;
477 new_symptom->stats.sp = disease->stats.sp;
478 new_symptom->stats.food = disease->last_eat;
479 new_symptom->stats.maxsp = disease->stats.maxsp;
480 new_symptom->last_sp = disease->last_sp;
481 new_symptom->stats.exp = 0;
482 new_symptom->stats.hp = disease->stats.hp;
483 new_symptom->msg = disease->msg;
484 new_symptom->attacktype = disease->attacktype;
485 new_symptom->other_arch = disease->other_arch;
486
487 new_symptom->set_owner (disease->owner);
488
489 if (new_symptom->skill != disease->skill)
490 new_symptom->skill = disease->skill;
491
492 new_symptom->move_block = 0;
493 insert_ob_in_ob (new_symptom, victim);
494 return 1;
495 }
496
497 /* now deal with progressing diseases: we increase the debility
498 * caused by the symptoms.
499 */
500
501 if (disease->stats.ac != 0)
502 {
503 float scale;
504
505 symptom->value += disease->stats.ac;
506 scale = 1.0 + symptom->value / 100.0;
507 /* now rescale all the debilities */
508 symptom->stats.Str = (int) (scale * disease->stats.Str);
509 symptom->stats.Dex = (int) (scale * disease->stats.Dex);
510 symptom->stats.Con = (int) (scale * disease->stats.Con);
511 symptom->stats.Wis = (int) (scale * disease->stats.Wis);
512 symptom->stats.Int = (int) (scale * disease->stats.Int);
513 symptom->stats.Pow = (int) (scale * disease->stats.Pow);
514 symptom->stats.Cha = (int) (scale * disease->stats.Cha);
515 symptom->stats.dam = (int) (scale * disease->stats.dam);
516 symptom->stats.sp = (int) (scale * disease->stats.sp);
517 symptom->stats.food = (int) (scale * disease->last_eat);
518 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp);
519 symptom->last_sp = (int) (scale * disease->last_sp);
520 symptom->stats.exp = 0;
521 symptom->stats.hp = (int) (scale * disease->stats.hp);
522 symptom->msg = disease->msg;
523 symptom->attacktype = disease->attacktype;
524 symptom->other_arch = disease->other_arch;
525 }
526 SET_FLAG (symptom, FLAG_APPLIED);
527 victim->update_stats ();
528 return 1;
529}
530
531
532/* grants immunity to plagues we've seen before. */
533int
534grant_immunity (object *disease)
535{
536 object *immunity;
537 object *walk;
538
539 /* Don't give immunity to this disease if last_heal is set. */
540 if (disease->last_heal)
541 return 0;
542 /* first, search for an immunity of the same name */
543 for (walk = disease->env->inv; walk; walk = walk->below)
544 {
545 if (walk->type == 98 && !strcmp (disease->name, walk->name))
546 {
547 walk->level = disease->level;
548 return 1; /* just update the existing immunity. */
549 }
550 }
551 immunity = get_archetype ("immunity");
552 immunity->name = disease->name;
553 immunity->level = disease->level;
554 immunity->move_block = 0;
555 insert_ob_in_ob (immunity, disease->env);
556 return 1;
557
558}
559
560 513
561/* make the symptom do the nasty things it does */ 514/* make the symptom do the nasty things it does */
562
563int 515int
564move_symptom (object *symptom) 516move_symptom (object *symptom)
565{ 517{
566 object *victim = symptom->env; 518 object *victim = symptom->env;
567 object *new_ob; 519 object *new_ob;
568 int sp_reduce; 520 int sp_reduce;
569 521
570 if (victim == NULL || victim->map == NULL) 522 if (!victim || !victim->map)
571 { /* outside a monster/player, die immediately */ 523 { /* outside a monster/player, die immediately */
572 symptom->destroy (); 524 symptom->destroy ();
573 return 0; 525 return 0;
574 } 526 }
575 527
576 if (symptom->stats.dam > 0) 528 if (symptom->stats.dam > 0)
577 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 529 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
578 else 530 else
579 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); 531 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100), symptom, symptom->attacktype, 1);
580 532
581 if (symptom->stats.maxsp > 0) 533 if (symptom->stats.maxsp > 0)
582 sp_reduce = symptom->stats.maxsp; 534 sp_reduce = symptom->stats.maxsp;
583 else 535 else
584 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); 536 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100);
537
585 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); 538 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
586 539
587 /* create the symptom "other arch" object and drop it here 540 /* create the symptom "other arch" object and drop it here
588 * under every part of the monster 541 * under every part of the monster
589 * The victim may well have died. 542 * The victim may well have died.
590 */ 543 */
591
592 if (victim->map == NULL) 544 if (victim->map)
593 return 0; 545 {
546 victim->play_sound (symptom->sound);
547
594 if (symptom->other_arch) 548 if (symptom->other_arch)
595 { 549 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
596 object *tmp;
597
598 tmp = victim;
599 if (tmp->head != NULL)
600 tmp = tmp->head;
601 for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more)
602 { 550 {
603 new_ob = arch_to_object (symptom->other_arch); 551 new_ob = arch_to_object (symptom->other_arch);
604 new_ob->x = tmp->x; 552 new_ob->x = tmp->x;
605 new_ob->y = tmp->y; 553 new_ob->y = tmp->y;
606 new_ob->map = victim->map; 554 new_ob->map = victim->map;
607 insert_ob_in_map (new_ob, victim->map, victim, 0); 555 insert_ob_in_map (new_ob, victim->map, victim, 0);
608 } 556 }
609 } 557 }
558
610 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 559 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
611 560
612 return 1; 561 return 1;
613} 562}
614 563
615
616/* possibly infect due to direct physical contact 564/* possibly infect due to direct physical contact
617 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 565 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
618
619int 566int
620check_physically_infect (object *victim, object *hitter) 567check_physically_infect (object *victim, object *hitter)
621{ 568{
622 object *walk;
623
624 /* search for diseases, give every disease a chance to infect */ 569 /* search for diseases, give every disease a chance to infect */
625 for (walk = hitter->inv; walk != NULL; walk = walk->below) 570 for (object *disease = hitter->inv; disease; disease = disease->below)
626 if (walk->type == DISEASE) 571 if (disease->type == DISEASE)
627 infect_object (victim, walk, 0); 572 infect_object (victim, disease, 0);
573
628 return 1; 574 return 1;
629} 575}
630 576
631/* find a disease in someone*/ 577// find a disease in someone
632object * 578static object *
633find_disease (object *victim) 579find_disease (object *victim)
634{ 580{
635 object *walk; 581 for (object *disease = victim->inv; disease; disease = disease->below)
636
637 for (walk = victim->inv; walk; walk = walk->below)
638 if (walk->type == DISEASE) 582 if (disease->type == DISEASE)
639 return walk; 583 return disease;
584
640 return NULL; 585 return 0;
641} 586}
642 587
643/* do the cure disease stuff, from the spell "cure disease" */ 588/* do the cure disease stuff, from the spell "cure disease" */
644
645int 589int
646cure_disease (object *sufferer, object *caster) 590cure_disease (object *sufferer, object *caster, object *spell)
647{ 591{
648 object *disease, *next; 592 object *disease, *next;
649 int casting_level;
650 int cure = 0; 593 int cure = 0;
651 594
652 if (caster)
653 casting_level = caster->level;
654 else
655 casting_level = 1000; /* if null caster, CURE all. */ 595 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
656 596
657 for (disease = sufferer->inv; disease; disease = next) 597 for (disease = sufferer->inv; disease; disease = next)
658 { 598 {
659 next = disease->below; 599 next = disease->below;
660 600
661 if (disease->type == DISEASE) 601 if (disease->type == DISEASE)
662 { /* attempt to cure this disease */ 602 { /* attempt to cure this disease */
663 /* If caster lvel is higher than disease level, cure chance 603 /* If caster level is higher than disease level, cure chance
664 * is automatic. If lower, then the chance is basically 604 * is automatic. If lower, then the chance is basically
665 * 1 in level_diff - if there is a 5 level difference, chance 605 * 1 in level_diff - if there is a 5 level difference, chance
666 * is 1 in 5. 606 * is 1 in 5.
667 */ 607 */
668 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 608 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
669 { 609 {
670
671 remove_symptoms (disease); 610 remove_symptoms (disease);
672 cure = 1; 611 cure = 1;
673 612
674 if (caster) 613 if (caster && spell)
675 change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); 614 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
676 615
677 disease->destroy (); 616 disease->destroy ();
678 } 617 }
679 } 618 }
680 } 619 }
620
681 if (cure) 621 if (cure)
682 { 622 {
683 /* Only draw these messages once */ 623 /* Only draw these messages once */
684 if (caster) 624 if (caster)
685 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); 625 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
626
686 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); 627 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
687 } 628 }
629
688 return 1; 630 return 1;
689} 631}
690 632
691/* reduces disease progression: reduce_symptoms 633/* reduces disease progression: reduce_symptoms
692 * return true if we actually reduce a disease. 634 * return true if we actually reduce a disease.
693 */ 635 */
694
695int 636int
696reduce_symptoms (object *sufferer, int reduction) 637reduce_symptoms (object *sufferer, int reduction)
697{ 638{
698 object *walk; 639 object *walk;
699 int success = 0; 640 int success = 0;
703 if (walk->type == SYMPTOM) 644 if (walk->type == SYMPTOM)
704 { 645 {
705 if (walk->value > 0) 646 if (walk->value > 0)
706 { 647 {
707 success = 1; 648 success = 1;
708 walk->value = MAX (0, walk->value - 2 * reduction); 649 walk->value = max (0, walk->value - 2 * reduction);
709 /* give the disease time to modify this symptom, 650 /* give the disease time to modify this symptom,
710 * and reduce its severity. */ 651 * and reduce its severity. */
711 walk->speed_left = 0; 652 walk->speed_left = 0;
712 } 653 }
713 } 654 }
714 } 655 }
656
715 if (success) 657 if (success)
716 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 658 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
659
717 return success; 660 return success;
718} 661}

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