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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.25 by root, Mon May 28 21:28:36 2007 UTC vs.
Revision 1.63 by root, Fri Mar 26 01:04:44 2010 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 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 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 dynbuf buf;
222 unordered_mapwalk (buf, op, -range, -range, range, range)
223 {
224 mapspace &ms = m->at (nx, ny);
225
226 if (ms.flags () & P_IS_ALIVE)
227 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
228 infect_object (tmp, disease, 0);
229 }
230
231 return 1;
232}
233
143/* check if victim is susceptible to disease. */ 234/* check if victim is susceptible to disease. */
144static int 235static int
145is_susceptible_to_disease (object *victim, object *disease) 236is_susceptible_to_disease (object *victim, object *disease)
146{ 237{
147 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 238 if (!QUERY_FLAG (victim, FLAG_ALIVE))
148 return 0; 239 return 0;
149 240
241 if (victim->flag [FLAG_WIZ])
242 return 0;
243
150 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 244 if (disease->race.contains ("*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
151 return 1; 245 return 1;
152 246
153 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) 247 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
154 return 1; 248 return 1;
155 249
156 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) 250 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
157 return 1; 251 return 1;
158 252
159 return 0; 253 return 0;
254}
255
256/* this function monitors the symptoms caused by the disease (if any),
257causes symptoms, and modifies existing symptoms in the case of
258existing diseases. */
259static int
260do_symptoms (object *disease)
261{
262 object *symptom;
263 object *victim;
264 object *tmp;
265
266 victim = disease->env;
267
268 if (!victim)
269 return 0; /* no-one to inflict symptoms on */
270
271 /* This is a quick hack - for whatever reason, disease->env will point
272 * back to disease, causing endless loops. Why this happens really needs
273 * to be found, but this should at least prevent the infinite loops.
274 */
275 //TODO: should no longer be the case, monitor, and remove
276 if (victim == disease)
277 {
278 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
279 return 0;
280 }
281
282 symptom = find_symptom (disease);
283 if (!symptom)
284 {
285 /* no symptom? need to generate one! */
286
287 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
288 if (!is_susceptible_to_disease (victim, disease))
289 return 0;
290
291 /* check for an actual immunity */
292 /* do an immunity check */
293 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
294 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
295 if (tmp->name == disease->name && tmp->level >= disease->level)
296 return 0; /* Immune! */
297
298 object *new_symptom = get_archetype (shstr_symptom);
299
300 /* Something special done with dam. We want diseases to be more
301 * random in what they'll kill, so we'll make the damage they
302 * do random, note, this has a weird effect with progressive diseases.
303 */
304 if (disease->stats.dam)
305 {
306 int dam = disease->stats.dam;
307
308 /* reduce the damage, on average, 50%, and making things random. */
309
310 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
311 if (disease->stats.dam < 0)
312 dam = -dam;
313
314 new_symptom->stats.dam = dam;
315 }
316
317 new_symptom->stats.maxsp = disease->stats.maxsp;
318 new_symptom->stats.food = new_symptom->stats.maxgrace;
319
320 new_symptom->name = new_symptom->name_pl = disease->name;
321
322 new_symptom->level = disease->level;
323 new_symptom->speed = disease->speed;
324 new_symptom->value = 0;
325
326 for (int i = 0; i < NUM_STATS; ++i)
327 new_symptom->stats.stat (i) = disease->stats.stat (i);
328
329 new_symptom->stats.sp = disease->stats.sp;
330 new_symptom->stats.food = disease->last_eat;
331 new_symptom->stats.maxsp = disease->stats.maxsp;
332 new_symptom->last_sp = disease->last_sp;
333 new_symptom->stats.exp = 0;
334 new_symptom->stats.hp = disease->stats.hp;
335 new_symptom->msg = disease->msg;
336 new_symptom->attacktype = disease->attacktype;
337 new_symptom->other_arch = disease->other_arch;
338 new_symptom->skill = disease->skill;
339
340 new_symptom->move_block = 0;
341
342 victim->head_ ()->insert (new_symptom);
343
344 // set owner last, as insert clears owner
345 new_symptom->set_owner (disease->owner);
346
347 return 1;
348 }
349
350 /* now deal with progressing diseases: we increase the debility
351 * caused by the symptoms.
352 */
353 if (disease->stats.ac)
354 {
355 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
356
357 float scale = 1.f + symptom->value / 100.f;
358
359 /* now rescale all the debilities */
360 for (int i = 0; i < NUM_STATS; ++i)
361 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
362
363 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
364 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
365 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
366 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
367 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
368 symptom->stats.exp = 0;
369 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
370 symptom->msg = disease->msg;
371 symptom->attacktype = disease->attacktype;
372 symptom->other_arch = disease->other_arch;
373 }
374
375 SET_FLAG (symptom, FLAG_APPLIED);
376 victim->update_stats ();
377
378 return 1;
160} 379}
161 380
162int 381int
163move_disease (object *disease) 382move_disease (object *disease)
164{ 383{
165 /* first task is to determine if the disease is inside or outside of someone. 384 /* First task is to determine if the disease is inside or outside of someone.
166 * If outside, we decrement 'value' until we're gone. 385 * If outside, we decrement 'value' until we're gone.
167 */ 386 */
168 387
169 if (disease->env == NULL) 388 if (!disease->env)
170 { /* we're outside of someone */ 389 { /* we're outside of someone */
171 if (disease->stats.maxhp > 0) 390 if (disease->stats.maxhp > 0)
172 disease->value--; 391 disease->value--;
173 392
174 if (disease->value == 0) 393 if (!disease->value)
175 { 394 {
176 disease->destroy (); 395 disease->destroy ();
177 return 1; 396 return 1;
178 } 397 }
179 } 398 }
180 else 399 else
181 { 400 {
182 /* if we're inside a person, have the disease run its course */ 401 /* if we're inside a person, have the disease run its course */
183 /* negative foods denote "perpetual" diseases. */ 402 /* negative/zero food denotes "perpetual" diseases. */
184 if (disease->stats.food > 0) 403 if (disease->stats.food > 0)
185 { 404 {
186 disease->stats.food--; 405 disease->stats.food--;
187 406
188 if (disease->stats.food == 0) 407 if (!disease->stats.food)
189 { 408 {
190 remove_symptoms (disease); /* remove the symptoms of this disease */ 409 remove_symptoms (disease); /* remove the symptoms of this disease */
191 grant_immunity (disease); 410 grant_immunity (disease);
192 disease->destroy (); 411 disease->destroy ();
193 return 1; 412 return 1;
202 if (disease->env && is_susceptible_to_disease (disease->env, disease)) 421 if (disease->env && is_susceptible_to_disease (disease->env, disease))
203 do_symptoms (disease); 422 do_symptoms (disease);
204 423
205 return 0; 424 return 0;
206} 425}
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
286 426
287/* check to see if an object is infectable: 427/* check to see if an object is infectable:
288 * objects with immunity aren't infectable. 428 * objects with immunity aren't infectable.
289 * objects already infected aren't infectable. 429 * objects already infected aren't infectable.
290 * dead objects aren't infectable. 430 * dead objects aren't infectable.
309 /* roll the dice on infection before doing the inventory check! */ 449 /* roll the dice on infection before doing the inventory check! */
310 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) 450 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
311 return 0; 451 return 0;
312 452
313 /* do an immunity check */ 453 /* do an immunity check */
314 if (victim->head)
315 tmp = victim->head->inv;
316 else
317 tmp = victim->inv;
318 454
319 /* There used to (IMO) be a flaw in the below - it used to be the case 455 /* 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 456 * 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 457 * 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 458 * (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 459 * they were cast in that same order. Instead, change it so that
324 * if you diseased, you can't get diseased more. 460 * if you diseased, you can't get diseased more.
325 */ 461 */
326 462
327 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) 463 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
328 {
329 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) 464 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
330 return 0; /* Immune! */ 465 return 0; /* Immune! */
331 else if (tmp->type == DISEASE && tmp->name == disease->name) 466 else if (tmp->type == DISEASE && tmp->name == disease->name)
332 return 0; /* already diseased */ 467 return 0; /* already diseased */
333 }
334 468
335 /* If we've gotten this far, go ahead and infect the victim. */ 469 /* If we've gotten this far, go ahead and infect the victim. */
470
336 new_disease = disease->clone (); 471 new_disease = disease->clone ();
472
337 new_disease->stats.food = disease->stats.maxgrace; 473 new_disease->stats.food = disease->stats.maxgrace;
338 new_disease->value = disease->stats.maxhp; 474 new_disease->value = disease->stats.maxhp;
339 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 475 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
340 476
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' 477 /* This appears to be a horrible case of overloading 'NO_PASS'
369 * for meaning in the diseases. 478 * for meaning in the diseases.
370 */ 479 */
371 new_disease->move_block = 0; 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
372 if (new_disease->owner && new_disease->owner->type == PLAYER) 491 if (new_disease->owner && new_disease->owner->type == PLAYER)
373 { 492 {
374 char buf[128]; 493 const char *buf;
375 494
376 /* if the disease has a title, it has a special infection message 495 /* if the disease has a title, it has a special infection message
377 * This messages is printed in the form MESSAGE victim 496 * This messages is printed in the form MESSAGE victim
378 */ 497 */
379 if (new_disease->title) 498 if (new_disease->title)
380 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 499 buf = format ("%s %s!!", &disease->title, &victim->name);
381 else 500 else
382 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); 501 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
383 502
384 if (victim->type == PLAYER) 503 if (victim->type == PLAYER)
385 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 504 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
386 else 505 else
387 new_draw_info (0, 4, new_disease->owner, buf); 506 new_draw_info (0, 4, new_disease->owner, buf);
388 } 507 }
508
389 if (victim->type == PLAYER) 509 if (victim->type == PLAYER)
390 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); 510 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
391 511
392 return 1; 512 return 1;
393
394} 513}
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 (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, 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
554 514
555/* make the symptom do the nasty things it does */ 515/* make the symptom do the nasty things it does */
556
557int 516int
558move_symptom (object *symptom) 517move_symptom (object *symptom)
559{ 518{
560 object *victim = symptom->env; 519 object *victim = symptom->env;
561 object *new_ob;
562 int sp_reduce;
563 520
564 if (victim == NULL || victim->map == NULL) 521 if (!victim || !victim->map)
565 { /* outside a monster/player, die immediately */ 522 { /* outside a monster/player, die immediately */
566 symptom->destroy (); 523 symptom->destroy ();
567 return 0; 524 return 0;
568 } 525 }
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);
580 526
581 /* create the symptom "other arch" object and drop it here 527 /* create the symptom "other arch" object and drop it here
582 * under every part of the monster 528 * under every part of the monster
583 * The victim may well have died. 529 * The victim may well have died.
584 */ 530 */
585
586 if (victim->map == NULL) 531 if (victim->map)
587 return 0; 532 {
533 victim->play_sound (symptom->sound);
534
588 if (symptom->other_arch) 535 if (symptom->other_arch)
589 { 536 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 { 537 {
597 new_ob = arch_to_object (symptom->other_arch); 538 object *new_ob = symptom->other_arch->instance ();
598 new_ob->x = tmp->x; 539 new_ob->x = tmp->x;
599 new_ob->y = tmp->y; 540 new_ob->y = tmp->y;
600 new_ob->map = victim->map; 541 new_ob->map = victim->map;
601 insert_ob_in_map (new_ob, victim->map, victim, 0); 542 insert_ob_in_map (new_ob, victim->map, victim, 0);
602 } 543 }
603 } 544 }
545
546 int damage =
547 symptom->stats.dam > 0
548 ? symptom->stats.dam
549 : max (1, victim->stats.maxhp * -symptom->stats.dam / 100);
550
551 hit_player (victim, damage, symptom, symptom->attacktype, 1);
552
553 int sp_reduce =
554 symptom->stats.maxsp > 0
555 ? symptom->stats.maxsp
556 : max (1, victim->stats.maxsp * -symptom->stats.maxsp / 100);
557
558 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
559
604 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 560 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
605 561
606 return 1; 562 return 1;
607} 563}
608 564
617 infect_object (victim, disease, 0); 573 infect_object (victim, disease, 0);
618 574
619 return 1; 575 return 1;
620} 576}
621 577
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" */ 578/* do the cure disease stuff, from the spell "cure disease" */
634int 579int
635cure_disease (object *sufferer, object *caster) 580cure_disease (object *sufferer, object *caster, object *spell)
636{ 581{
637 object *disease, *next; 582 object *disease, *next;
638 int casting_level;
639 int cure = 0; 583 int cure = 0;
640 584
641 if (caster)
642 casting_level = caster->level;
643 else
644 casting_level = 1000; /* if null caster, CURE all. */ 585 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
645 586
646 for (disease = sufferer->inv; disease; disease = next) 587 for (disease = sufferer->inv; disease; disease = next)
647 { 588 {
648 next = disease->below; 589 next = disease->below;
649 590
657 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 598 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
658 { 599 {
659 remove_symptoms (disease); 600 remove_symptoms (disease);
660 cure = 1; 601 cure = 1;
661 602
662 if (caster) 603 if (caster && spell)
663 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); 604 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
664 605
665 disease->destroy (); 606 disease->destroy ();
666 } 607 }
667 } 608 }
668 } 609 }
677 } 618 }
678 619
679 return 1; 620 return 1;
680} 621}
681 622
623#if 0 // unused, but seems interesting
682/* reduces disease progression: reduce_symptoms 624/* reduces disease progression: reduce_symptoms
683 * return true if we actually reduce a disease. 625 * return true if we actually reduce a disease.
684 */ 626 */
685 627static int
686int
687reduce_symptoms (object *sufferer, int reduction) 628reduce_symptoms (object *sufferer, int reduction)
688{ 629{
689 object *walk; 630 object *walk;
690 int success = 0; 631 int success = 0;
691 632
694 if (walk->type == SYMPTOM) 635 if (walk->type == SYMPTOM)
695 { 636 {
696 if (walk->value > 0) 637 if (walk->value > 0)
697 { 638 {
698 success = 1; 639 success = 1;
699 walk->value = MAX (0, walk->value - 2 * reduction); 640 walk->value = max (0, walk->value - 2 * reduction);
700 /* give the disease time to modify this symptom, 641 /* give the disease time to modify this symptom,
701 * and reduce its severity. */ 642 * and reduce its severity. */
702 walk->speed_left = 0; 643 walk->speed_left = 0;
703 } 644 }
704 } 645 }
705 } 646 }
647
706 if (success) 648 if (success)
707 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 649 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
650
708 return success; 651 return success;
709} 652}
653#endif

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