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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.28 by root, Tue Jul 10 05:51:38 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the code implementing diseases, 25/* This file contains all the code implementing diseases,
25 * except for odds and ends in attack.c and in 26 * except for odds and ends in attack.c and in
26 * living.c 27 * living.c
44dam^ Damage How much damage it does (%?). 45dam^ Damage How much damage it does (%?).
45maxgrace+ Duration How long before the disease is naturally cured. 46maxgrace+ Duration How long before the disease is naturally cured.
46food DurCount Counter for Duration 47food DurCount Counter for Duration
47 48
48speed Speed How often the disease moves. 49speed Speed How often the disease moves.
49last_sp^ Lethargy Percentage of max speed--10 = 10% speed. 50last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
50 51
51maxsp^ Mana deplete Saps mana. 52maxsp^ Mana deplete Saps mana.
52ac^ Progressiveness How the diseases increases in severity. 53ac^ Progressiveness How the diseases increases in severity.
53last_eat*^ Deplete food saps food if negative 54last_eat*^ Deplete food saps food if negative
54last_heal GrantImmunity If nonzero, disease does NOT grant immunity 55last_heal GrantImmunity If nonzero, disease does NOT grant immunity
137 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
138inventory. They themselves do nothing, except modify Symptoms, or 139inventory. They themselves do nothing, except modify Symptoms, or
139spread to other live objects. Symptoms are what actually damage the player: 140spread to other live objects. Symptoms are what actually damage the player:
140these are their own object. */ 141these are their own object. */
141 142
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
142/* check if victim is susceptible to disease. */ 234/* check if victim is susceptible to disease. */
143static int 235static int
144is_susceptible_to_disease (object *victim, object *disease) 236is_susceptible_to_disease (object *victim, object *disease)
145{ 237{
146 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 238 if (!QUERY_FLAG (victim, FLAG_ALIVE))
147 return 0; 239 return 0;
148 240
241 if (victim->flag [FLAG_WIZ])
242 return 0;
243
149 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 244 if (disease->race.contains ("*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
150 return 1; 245 return 1;
151 246
152 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) 247 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
153 return 1; 248 return 1;
154 249
155 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))
156 return 1; 251 return 1;
157 252
158 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;
159} 379}
160 380
161int 381int
162move_disease (object *disease) 382move_disease (object *disease)
163{ 383{
164 /* 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.
165 * If outside, we decrement 'value' until we're gone. 385 * If outside, we decrement 'value' until we're gone.
166 */ 386 */
167 387
168 if (disease->env == NULL) 388 if (!disease->env)
169 { /* we're outside of someone */ 389 { /* we're outside of someone */
170 if (disease->stats.maxhp > 0) 390 if (disease->stats.maxhp > 0)
171 disease->value--; 391 disease->value--;
172 392
173 if (disease->value == 0) 393 if (!disease->value)
174 { 394 {
175 disease->destroy (); 395 disease->destroy ();
176 return 1; 396 return 1;
177 } 397 }
178 } 398 }
179 else 399 else
180 { 400 {
181 /* 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 */
182 /* negative foods denote "perpetual" diseases. */ 402 /* negative/zero food denotes "perpetual" diseases. */
183 if (disease->stats.food > 0) 403 if (disease->stats.food > 0)
184 { 404 {
185 disease->stats.food--; 405 disease->stats.food--;
186 406
187 if (disease->stats.food == 0) 407 if (!disease->stats.food)
188 { 408 {
189 remove_symptoms (disease); /* remove the symptoms of this disease */ 409 remove_symptoms (disease); /* remove the symptoms of this disease */
190 grant_immunity (disease); 410 grant_immunity (disease);
191 disease->destroy (); 411 disease->destroy ();
192 return 1; 412 return 1;
201 if (disease->env && is_susceptible_to_disease (disease->env, disease)) 421 if (disease->env && is_susceptible_to_disease (disease->env, disease))
202 do_symptoms (disease); 422 do_symptoms (disease);
203 423
204 return 0; 424 return 0;
205} 425}
206
207/* remove any symptoms of disease
208 * Modified by MSW 2003-03-28 do try to find all the symptom the
209 * player may have - I think through some odd interactoins with
210 * disease level and player level and whatnot, a player could get
211 * more than one symtpom to a disease.
212 */
213
214int
215remove_symptoms (object *disease)
216{
217 object *symptom, *victim = NULL;
218
219 while ((symptom = find_symptom (disease)) != NULL)
220 {
221 if (!victim)
222 victim = symptom->env;
223
224 symptom->destroy ();
225 }
226
227 if (victim)
228 victim->update_stats ();
229 return 0;
230}
231
232/* argument is a disease */
233object *
234find_symptom (object *disease)
235{
236 object *walk;
237
238 /* check the inventory for symptoms */
239 for (walk = disease->env->inv; walk; walk = walk->below)
240 if (walk->name == disease->name && walk->type == SYMPTOM)
241 return walk;
242 return NULL;
243}
244
245/* searches around for more victims to infect */
246int
247check_infection (object *disease)
248{
249 int x, y, range, mflags;
250 maptile *map, *map2;
251 object *tmp;
252
253 range = abs (disease->magic);
254
255 if (disease->env)
256 {
257 x = disease->env->x;
258 y = disease->env->y;
259 map = disease->env->map;
260 }
261 else
262 {
263 x = disease->x;
264 y = disease->y;
265 map = disease->map;
266 }
267
268 if (!map)
269 return 0;
270
271 for (int i = x - range; i <= x + range; i++)
272 for (int j = y - range; j <= y + range; j++)
273 {
274 sint16 i2, j2;
275 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
276
277 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
278 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above)
279 infect_object (tmp, disease, 0);
280 }
281
282 return 1;
283}
284
285 426
286/* check to see if an object is infectable: 427/* check to see if an object is infectable:
287 * objects with immunity aren't infectable. 428 * objects with immunity aren't infectable.
288 * objects already infected aren't infectable. 429 * objects already infected aren't infectable.
289 * dead objects aren't infectable. 430 * dead objects aren't infectable.
308 /* roll the dice on infection before doing the inventory check! */ 449 /* roll the dice on infection before doing the inventory check! */
309 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))
310 return 0; 451 return 0;
311 452
312 /* do an immunity check */ 453 /* do an immunity check */
313 if (victim->head)
314 tmp = victim->head->inv;
315 else
316 tmp = victim->inv;
317 454
318 /* 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
319 * 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
320 * result in a person with multiple afflictions of the same disease 457 * result in a person with multiple afflictions of the same disease
321 * (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
322 * 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
323 * if you diseased, you can't get diseased more. 460 * if you diseased, you can't get diseased more.
324 */ 461 */
325 462
326 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) 463 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
327 {
328 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)
329 return 0; /* Immune! */ 465 return 0; /* Immune! */
330 else if (tmp->type == DISEASE && tmp->name == disease->name) 466 else if (tmp->type == DISEASE && tmp->name == disease->name)
331 return 0; /* already diseased */ 467 return 0; /* already diseased */
332 }
333 468
334 /* 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
335 new_disease = disease->clone (); 471 new_disease = disease->clone ();
472
336 new_disease->stats.food = disease->stats.maxgrace; 473 new_disease->stats.food = disease->stats.maxgrace;
337 new_disease->value = disease->stats.maxhp; 474 new_disease->value = disease->stats.maxhp;
338 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 475 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
339 476
340 /* Unfortunately, set_owner does the wrong thing to the skills pointers
341 * resulting in exp going into the owners *current* chosen skill.
342 */
343
344 if (disease->owner)
345 {
346 new_disease->set_owner (disease->owner);
347
348 /* Only need to update skill if different */
349 if (new_disease->skill != disease->skill)
350 new_disease->skill = disease->skill;
351 }
352 else
353 { /* for diseases which are passed by hitting, set owner and praying skill */
354 if (disease->env && disease->env->type == PLAYER)
355 {
356 object *player = disease->env;
357
358 new_disease->set_owner (player);
359
360 /* the skill pointer for these diseases should already be set up -
361 * hardcoding in 'praying' is not the right approach.
362 */
363 }
364 }
365
366 insert_ob_in_ob (new_disease, victim->head_ ());
367 /* This appears to be a horrible case of overloading 'NO_PASS' 477 /* This appears to be a horrible case of overloading 'NO_PASS'
368 * for meaning in the diseases. 478 * for meaning in the diseases.
369 */ 479 */
370 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
371 if (new_disease->owner && new_disease->owner->type == PLAYER) 491 if (new_disease->owner && new_disease->owner->type == PLAYER)
372 { 492 {
373 char buf[128]; 493 const char *buf;
374 494
375 /* 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
376 * This messages is printed in the form MESSAGE victim 496 * This messages is printed in the form MESSAGE victim
377 */ 497 */
378 if (new_disease->title) 498 if (new_disease->title)
379 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 499 buf = format ("%s %s!!", &disease->title, &victim->name);
380 else 500 else
381 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);
382 502
383 if (victim->type == PLAYER) 503 if (victim->type == PLAYER)
384 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);
385 else 505 else
386 new_draw_info (0, 4, new_disease->owner, buf); 506 new_draw_info (0, 4, new_disease->owner, buf);
387 } 507 }
508
388 if (victim->type == PLAYER) 509 if (victim->type == PLAYER)
389 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.");
390 511
391 return 1; 512 return 1;
392
393} 513}
394
395
396
397/* this function monitors the symptoms caused by the disease (if any),
398causes symptoms, and modifies existing symptoms in the case of
399existing diseases. */
400
401int
402do_symptoms (object *disease)
403{
404 object *symptom;
405 object *victim;
406 object *tmp;
407
408 victim = disease->env;
409
410 /* This is a quick hack - for whatever reason, disease->env will point
411 * back to disease, causing endless loops. Why this happens really needs
412 * to be found, but this should at least prevent the infinite loops.
413 */
414
415 if (victim == NULL || victim == disease)
416 return 0; /* no-one to inflict symptoms on */
417
418 symptom = find_symptom (disease);
419 if (symptom == NULL)
420 {
421 /* no symptom? need to generate one! */
422 object *new_symptom;
423
424 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
425 if (!is_susceptible_to_disease (victim, disease))
426 return 0;
427
428 /* check for an actual immunity */
429 /* do an immunity check */
430 if (victim->head)
431 tmp = victim->head->inv;
432 else
433 tmp = victim->inv;
434
435 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
436 {
437 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
438 if (tmp->name == disease->name && tmp->level >= disease->level)
439 return 0; /*Immune! */
440 }
441
442 new_symptom = get_archetype ("symptom");
443
444 /* Something special done with dam. We want diseases to be more
445 * random in what they'll kill, so we'll make the damage they
446 * do random, note, this has a weird effect with progressive diseases.
447 */
448 if (disease->stats.dam != 0)
449 {
450 int dam = disease->stats.dam;
451
452 /* reduce the damage, on average, 50%, and making things random. */
453
454 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
455 if (disease->stats.dam < 0)
456 dam = -dam;
457 new_symptom->stats.dam = dam;
458 }
459
460
461 new_symptom->stats.maxsp = disease->stats.maxsp;
462 new_symptom->stats.food = new_symptom->stats.maxgrace;
463
464 new_symptom->name = new_symptom->name_pl = disease->name;
465
466 new_symptom->level = disease->level;
467 new_symptom->speed = disease->speed;
468 new_symptom->value = 0;
469
470 for (int i = 0; i < NUM_STATS; ++i)
471 new_symptom->stats.stat (i) = disease->stats.stat (i);
472
473 new_symptom->stats.sp = disease->stats.sp;
474 new_symptom->stats.food = disease->last_eat;
475 new_symptom->stats.maxsp = disease->stats.maxsp;
476 new_symptom->last_sp = disease->last_sp;
477 new_symptom->stats.exp = 0;
478 new_symptom->stats.hp = disease->stats.hp;
479 new_symptom->msg = disease->msg;
480 new_symptom->attacktype = disease->attacktype;
481 new_symptom->other_arch = disease->other_arch;
482
483 new_symptom->set_owner (disease->owner);
484
485 if (new_symptom->skill != disease->skill)
486 new_symptom->skill = disease->skill;
487
488 new_symptom->move_block = 0;
489 insert_ob_in_ob (new_symptom, victim);
490 return 1;
491 }
492
493 /* now deal with progressing diseases: we increase the debility
494 * caused by the symptoms.
495 */
496 if (disease->stats.ac != 0)
497 {
498 symptom->value += disease->stats.ac;
499
500 float scale = 1.f + symptom->value / 100.f;
501
502 /* now rescale all the debilities */
503 for (int i = 0; i < NUM_STATS; ++i)
504 symptom->stats.stat (i) = scale * disease->stats.stat (i);
505
506 symptom->stats.dam = scale * disease->stats.dam;
507 symptom->stats.sp = scale * disease->stats.sp;
508 symptom->stats.food = scale * disease->last_eat;
509 symptom->stats.maxsp = scale * disease->stats.maxsp;
510 symptom->last_sp = scale * disease->last_sp;
511 symptom->stats.exp = 0;
512 symptom->stats.hp = scale * disease->stats.hp;
513
514 symptom->msg = disease->msg;
515 symptom->attacktype = disease->attacktype;
516 symptom->other_arch = disease->other_arch;
517 }
518
519 SET_FLAG (symptom, FLAG_APPLIED);
520 victim->update_stats ();
521
522 return 1;
523}
524
525/* grants immunity to plagues we've seen before. */
526int
527grant_immunity (object *disease)
528{
529 object *immunity;
530 object *walk;
531
532 /* Don't give immunity to this disease if last_heal is set. */
533 if (disease->last_heal)
534 return 0;
535 /* first, search for an immunity of the same name */
536 for (walk = disease->env->inv; walk; walk = walk->below)
537 {
538 if (walk->type == 98 && disease->name == walk->name)
539 {
540 walk->level = disease->level;
541 return 1; /* just update the existing immunity. */
542 }
543 }
544 immunity = get_archetype ("immunity");
545 immunity->name = disease->name;
546 immunity->level = disease->level;
547 immunity->move_block = 0;
548 insert_ob_in_ob (immunity, disease->env);
549 return 1;
550
551}
552
553 514
554/* make the symptom do the nasty things it does */ 515/* make the symptom do the nasty things it does */
555
556int 516int
557move_symptom (object *symptom) 517move_symptom (object *symptom)
558{ 518{
559 object *victim = symptom->env; 519 object *victim = symptom->env;
560 object *new_ob;
561 int sp_reduce;
562 520
563 if (victim == NULL || victim->map == NULL) 521 if (!victim || !victim->map)
564 { /* outside a monster/player, die immediately */ 522 { /* outside a monster/player, die immediately */
565 symptom->destroy (); 523 symptom->destroy ();
566 return 0; 524 return 0;
567 } 525 }
568
569 if (symptom->stats.dam > 0)
570 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
571 else
572 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
573
574 if (symptom->stats.maxsp > 0)
575 sp_reduce = symptom->stats.maxsp;
576 else
577 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
578 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
579 526
580 /* create the symptom "other arch" object and drop it here 527 /* create the symptom "other arch" object and drop it here
581 * under every part of the monster 528 * under every part of the monster
582 * The victim may well have died. 529 * The victim may well have died.
583 */ 530 */
584
585 if (victim->map == NULL) 531 if (victim->map)
586 return 0; 532 {
533 victim->play_sound (symptom->sound);
534
587 if (symptom->other_arch) 535 if (symptom->other_arch)
588 { 536 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
589 object *tmp;
590
591 tmp = victim;
592 if (tmp->head != NULL)
593 tmp = tmp->head;
594 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
595 { 537 {
596 new_ob = arch_to_object (symptom->other_arch); 538 object *new_ob = symptom->other_arch->instance ();
597 new_ob->x = tmp->x; 539 new_ob->x = tmp->x;
598 new_ob->y = tmp->y; 540 new_ob->y = tmp->y;
599 new_ob->map = victim->map; 541 new_ob->map = victim->map;
600 insert_ob_in_map (new_ob, victim->map, victim, 0); 542 insert_ob_in_map (new_ob, victim->map, victim, 0);
601 } 543 }
602 } 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
603 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 560 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
604 561
605 return 1; 562 return 1;
606} 563}
607 564
616 infect_object (victim, disease, 0); 573 infect_object (victim, disease, 0);
617 574
618 return 1; 575 return 1;
619} 576}
620 577
621// find a disease in someone
622object *
623find_disease (object *victim)
624{
625 for (object *disease = victim->inv; disease; disease = disease->below)
626 if (disease->type == DISEASE)
627 return disease;
628
629 return 0;
630}
631
632/* do the cure disease stuff, from the spell "cure disease" */ 578/* do the cure disease stuff, from the spell "cure disease" */
633int 579int
634cure_disease (object *sufferer, object *caster) 580cure_disease (object *sufferer, object *caster, object *spell)
635{ 581{
636 object *disease, *next; 582 object *disease, *next;
637 int casting_level;
638 int cure = 0; 583 int cure = 0;
639 584
640 if (caster)
641 casting_level = caster->level;
642 else
643 casting_level = 1000; /* if null caster, CURE all. */ 585 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
644 586
645 for (disease = sufferer->inv; disease; disease = next) 587 for (disease = sufferer->inv; disease; disease = next)
646 { 588 {
647 next = disease->below; 589 next = disease->below;
648 590
656 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))))
657 { 599 {
658 remove_symptoms (disease); 600 remove_symptoms (disease);
659 cure = 1; 601 cure = 1;
660 602
661 if (caster) 603 if (caster && spell)
662 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);
663 605
664 disease->destroy (); 606 disease->destroy ();
665 } 607 }
666 } 608 }
667 } 609 }
676 } 618 }
677 619
678 return 1; 620 return 1;
679} 621}
680 622
623#if 0 // unused, but seems interesting
681/* reduces disease progression: reduce_symptoms 624/* reduces disease progression: reduce_symptoms
682 * return true if we actually reduce a disease. 625 * return true if we actually reduce a disease.
683 */ 626 */
684 627static int
685int
686reduce_symptoms (object *sufferer, int reduction) 628reduce_symptoms (object *sufferer, int reduction)
687{ 629{
688 object *walk; 630 object *walk;
689 int success = 0; 631 int success = 0;
690 632
693 if (walk->type == SYMPTOM) 635 if (walk->type == SYMPTOM)
694 { 636 {
695 if (walk->value > 0) 637 if (walk->value > 0)
696 { 638 {
697 success = 1; 639 success = 1;
698 walk->value = MAX (0, walk->value - 2 * reduction); 640 walk->value = max (0, walk->value - 2 * reduction);
699 /* give the disease time to modify this symptom, 641 /* give the disease time to modify this symptom,
700 * and reduce its severity. */ 642 * and reduce its severity. */
701 walk->speed_left = 0; 643 walk->speed_left = 0;
702 } 644 }
703 } 645 }
704 } 646 }
647
705 if (success) 648 if (success)
706 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
707 return success; 651 return success;
708} 652}
653#endif

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