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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.26 by root, Thu Jun 7 18:58:30 2007 UTC vs.
Revision 1.60 by root, Sun Nov 29 17:41:08 2009 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25/* This file contains all the code implementing diseases, 25/* This file contains all the code implementing diseases,
26 * except for odds and ends in attack.c and in 26 * except for odds and ends in attack.c and in
27 * living.c 27 * living.c
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 (shstr_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 (shstr_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 (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 initialised in if, above */ ; tmp; tmp = tmp->below) 462 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
328 {
329 if (tmp->type == SIGN && 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 && 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->head_ ());
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 initialised in if, above */ ; tmp; tmp = tmp->below)
437 {
438 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
439 if (tmp->name == disease->name && tmp->level >= disease->level)
440 return 0; /*Immune! */
441 }
442
443 new_symptom = get_archetype ("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, abs (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
471 for (int i = 0; i < NUM_STATS; ++i)
472 new_symptom->stats.stat (i) = disease->stats.stat (i);
473
474 new_symptom->stats.sp = disease->stats.sp;
475 new_symptom->stats.food = disease->last_eat;
476 new_symptom->stats.maxsp = disease->stats.maxsp;
477 new_symptom->last_sp = disease->last_sp;
478 new_symptom->stats.exp = 0;
479 new_symptom->stats.hp = disease->stats.hp;
480 new_symptom->msg = disease->msg;
481 new_symptom->attacktype = disease->attacktype;
482 new_symptom->other_arch = disease->other_arch;
483
484 new_symptom->set_owner (disease->owner);
485
486 if (new_symptom->skill != disease->skill)
487 new_symptom->skill = disease->skill;
488
489 new_symptom->move_block = 0;
490 insert_ob_in_ob (new_symptom, victim);
491 return 1;
492 }
493
494 /* now deal with progressing diseases: we increase the debility
495 * caused by the symptoms.
496 */
497 if (disease->stats.ac != 0)
498 {
499 symptom->value += disease->stats.ac;
500
501 float scale = 1.f + symptom->value / 100.f;
502
503 /* now rescale all the debilities */
504 for (int i = 0; i < NUM_STATS; ++i)
505 symptom->stats.stat (i) = scale * disease->stats.stat (i);
506
507 symptom->stats.dam = scale * disease->stats.dam;
508 symptom->stats.sp = scale * disease->stats.sp;
509 symptom->stats.food = scale * disease->last_eat;
510 symptom->stats.maxsp = scale * disease->stats.maxsp;
511 symptom->last_sp = scale * disease->last_sp;
512 symptom->stats.exp = 0;
513 symptom->stats.hp = scale * disease->stats.hp;
514
515 symptom->msg = disease->msg;
516 symptom->attacktype = disease->attacktype;
517 symptom->other_arch = disease->other_arch;
518 }
519
520 SET_FLAG (symptom, FLAG_APPLIED);
521 victim->update_stats ();
522
523 return 1;
524}
525
526/* grants immunity to plagues we've seen before. */
527int
528grant_immunity (object *disease)
529{
530 object *immunity;
531 object *walk;
532
533 /* Don't give immunity to this disease if last_heal is set. */
534 if (disease->last_heal)
535 return 0;
536 /* first, search for an immunity of the same name */
537 for (walk = disease->env->inv; walk; walk = walk->below)
538 {
539 if (walk->type == 98 && disease->name == walk->name)
540 {
541 walk->level = disease->level;
542 return 1; /* just update the existing immunity. */
543 }
544 }
545 immunity = get_archetype ("immunity");
546 immunity->name = disease->name;
547 immunity->level = disease->level;
548 immunity->move_block = 0;
549 insert_ob_in_ob (immunity, disease->env);
550 return 1;
551
552}
553
554 513
555/* make the symptom do the nasty things it does */ 514/* make the symptom do the nasty things it does */
556
557int 515int
558move_symptom (object *symptom) 516move_symptom (object *symptom)
559{ 517{
560 object *victim = symptom->env; 518 object *victim = symptom->env;
561 object *new_ob;
562 int sp_reduce;
563 519
564 if (victim == NULL || victim->map == NULL) 520 if (!victim || !victim->map)
565 { /* outside a monster/player, die immediately */ 521 { /* outside a monster/player, die immediately */
566 symptom->destroy (); 522 symptom->destroy ();
567 return 0; 523 return 0;
568 } 524 }
569
570 if (symptom->stats.dam > 0)
571 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
572 else
573 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
574
575 if (symptom->stats.maxsp > 0)
576 sp_reduce = symptom->stats.maxsp;
577 else
578 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
579 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
580 525
581 /* create the symptom "other arch" object and drop it here 526 /* create the symptom "other arch" object and drop it here
582 * under every part of the monster 527 * under every part of the monster
583 * The victim may well have died. 528 * The victim may well have died.
584 */ 529 */
585
586 if (victim->map == NULL) 530 if (victim->map)
587 return 0; 531 {
532 victim->play_sound (symptom->sound);
533
588 if (symptom->other_arch) 534 if (symptom->other_arch)
589 { 535 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
590 object *tmp;
591
592 tmp = victim;
593 if (tmp->head != NULL)
594 tmp = tmp->head;
595 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
596 { 536 {
597 new_ob = arch_to_object (symptom->other_arch); 537 object *new_ob = symptom->other_arch->instance ();
598 new_ob->x = tmp->x; 538 new_ob->x = tmp->x;
599 new_ob->y = tmp->y; 539 new_ob->y = tmp->y;
600 new_ob->map = victim->map; 540 new_ob->map = victim->map;
601 insert_ob_in_map (new_ob, victim->map, victim, 0); 541 insert_ob_in_map (new_ob, victim->map, victim, 0);
602 } 542 }
603 } 543 }
544
545 int damage =
546 symptom->stats.dam > 0
547 ? symptom->stats.dam
548 : max (1, victim->stats.maxhp * -symptom->stats.dam / 100);
549
550 hit_player (victim, damage, symptom, symptom->attacktype, 1);
551
552 int sp_reduce =
553 symptom->stats.maxsp > 0
554 ? symptom->stats.maxsp
555 : max (1, victim->stats.maxsp * -symptom->stats.maxsp / 100);
556
557 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
558
604 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 559 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
605 560
606 return 1; 561 return 1;
607} 562}
608 563
617 infect_object (victim, disease, 0); 572 infect_object (victim, disease, 0);
618 573
619 return 1; 574 return 1;
620} 575}
621 576
622// find a disease in someone
623object *
624find_disease (object *victim)
625{
626 for (object *disease = victim->inv; disease; disease = disease->below)
627 if (disease->type == DISEASE)
628 return disease;
629
630 return 0;
631}
632
633/* do the cure disease stuff, from the spell "cure disease" */ 577/* do the cure disease stuff, from the spell "cure disease" */
634int 578int
635cure_disease (object *sufferer, object *caster) 579cure_disease (object *sufferer, object *caster, object *spell)
636{ 580{
637 object *disease, *next; 581 object *disease, *next;
638 int casting_level;
639 int cure = 0; 582 int cure = 0;
640 583
641 if (caster)
642 casting_level = caster->level;
643 else
644 casting_level = 1000; /* if null caster, CURE all. */ 584 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
645 585
646 for (disease = sufferer->inv; disease; disease = next) 586 for (disease = sufferer->inv; disease; disease = next)
647 { 587 {
648 next = disease->below; 588 next = disease->below;
649 589
657 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 597 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
658 { 598 {
659 remove_symptoms (disease); 599 remove_symptoms (disease);
660 cure = 1; 600 cure = 1;
661 601
662 if (caster) 602 if (caster && spell)
663 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); 603 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
664 604
665 disease->destroy (); 605 disease->destroy ();
666 } 606 }
667 } 607 }
668 } 608 }
677 } 617 }
678 618
679 return 1; 619 return 1;
680} 620}
681 621
622#if 0 // unused, but seems interesting
682/* reduces disease progression: reduce_symptoms 623/* reduces disease progression: reduce_symptoms
683 * return true if we actually reduce a disease. 624 * return true if we actually reduce a disease.
684 */ 625 */
685 626static int
686int
687reduce_symptoms (object *sufferer, int reduction) 627reduce_symptoms (object *sufferer, int reduction)
688{ 628{
689 object *walk; 629 object *walk;
690 int success = 0; 630 int success = 0;
691 631
694 if (walk->type == SYMPTOM) 634 if (walk->type == SYMPTOM)
695 { 635 {
696 if (walk->value > 0) 636 if (walk->value > 0)
697 { 637 {
698 success = 1; 638 success = 1;
699 walk->value = MAX (0, walk->value - 2 * reduction); 639 walk->value = max (0, walk->value - 2 * reduction);
700 /* give the disease time to modify this symptom, 640 /* give the disease time to modify this symptom,
701 * and reduce its severity. */ 641 * and reduce its severity. */
702 walk->speed_left = 0; 642 walk->speed_left = 0;
703 } 643 }
704 } 644 }
705 } 645 }
646
706 if (success) 647 if (success)
707 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 648 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
649
708 return success; 650 return success;
709} 651}
652#endif

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