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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.34 by root, Sun Aug 12 07:04:48 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
142/* check if victim is susceptible to disease. */ 143/* grants immunity to plagues we've seen before. */
143static int 144static int
144is_susceptible_to_disease (object *victim, object *disease) 145grant_immunity (object *disease)
145{ 146{
146 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 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)
147 return 0; 152 return 0;
148 153
149 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 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
150 return 1; 170 return 1;
171}
151 172
152 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) 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)
153 return 1; 180 return walk;
154 181
155 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
156 return 1;
157
158 return 0; 182 return NULL;
159}
160
161int
162move_disease (object *disease)
163{
164 /* first task is to determine if the disease is inside or outside of someone.
165 * If outside, we decrement 'value' until we're gone.
166 */
167
168 if (!disease->env)
169 { /* we're outside of someone */
170 if (disease->stats.maxhp > 0)
171 disease->value--;
172
173 if (!disease->value)
174 {
175 disease->destroy ();
176 return 1;
177 }
178 }
179 else
180 {
181 /* if we're inside a person, have the disease run its course */
182 /* negative/zero food denotes "perpetual" diseases. */
183 if (disease->stats.food > 0)
184 {
185 disease->stats.food--;
186
187 if (!disease->stats.food)
188 {
189 remove_symptoms (disease); /* remove the symptoms of this disease */
190 grant_immunity (disease);
191 disease->destroy ();
192 return 1;
193 }
194 }
195 }
196
197 /* check to see if we infect others */
198 check_infection (disease);
199
200 /* impose or modify the symptoms of the disease */
201 if (disease->env && is_susceptible_to_disease (disease->env, disease))
202 do_symptoms (disease);
203
204 return 0;
205} 183}
206 184
207/* remove any symptoms of disease 185/* remove any symptoms of disease
208 * Modified by MSW 2003-03-28 do try to find all the symptom the 186 * 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 187 * player may have - I think through some odd interactoins with
210 * disease level and player level and whatnot, a player could get 188 * disease level and player level and whatnot, a player could get
211 * more than one symtpom to a disease. 189 * more than one symtpom to a disease.
212 */ 190 */
213 191static int
214int
215remove_symptoms (object *disease) 192remove_symptoms (object *disease)
216{ 193{
217 object *symptom, *victim = NULL; 194 object *symptom, *victim = NULL;
218 195
219 while ((symptom = find_symptom (disease)) != NULL) 196 while ((symptom = find_symptom (disease)) != NULL)
228 victim->update_stats (); 205 victim->update_stats ();
229 206
230 return 0; 207 return 0;
231} 208}
232 209
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
244 return NULL;
245}
246
247/* searches around for more victims to infect */ 210/* searches around for more victims to infect */
248int 211static int
249check_infection (object *disease) 212check_infection (object *disease)
250{ 213{
251 int x, y, range, mflags;
252 maptile *map, *map2;
253 object *tmp;
254
255 range = abs (disease->magic); 214 int range = abs (disease->magic);
256 215
257 if (disease->env) 216 object *op = disease->outer_env_or_self ();
258 {
259 x = disease->env->x;
260 y = disease->env->y;
261 map = disease->env->map;
262 }
263 else
264 {
265 x = disease->x;
266 y = disease->y;
267 map = disease->map;
268 }
269 217
270 if (!map) 218 if (!op->is_on_map ())
271 return 0; 219 return 0;
272 220
273 for (int i = x - range; i <= x + range; i++) 221 dynbuf buf;
274 for (int j = y - range; j <= y + range; j++) 222 unordered_mapwalk (buf, op, -range, -range, range, range)
275 { 223 {
276 sint16 i2, j2; 224 mapspace &ms = m->at (nx, ny);
277 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
278 225
279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 226 if (ms.flags () & P_IS_ALIVE)
280 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) 227 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
281 infect_object (tmp, disease, 0); 228 infect_object (tmp, disease, 0);
282 } 229 }
283 230
284 return 1; 231 return 1;
285} 232}
286 233
287/* check to see if an object is infectable: 234/* check if victim is susceptible to disease. */
288 * objects with immunity aren't infectable. 235static int
289 * objects already infected aren't infectable. 236is_susceptible_to_disease (object *victim, object *disease)
290 * dead objects aren't infectable.
291 * undead objects are infectible only if specifically named.
292*/
293int
294infect_object (object *victim, object *disease, int force)
295{ 237{
296 object *tmp; 238 if (!QUERY_FLAG (victim, FLAG_ALIVE))
297 object *new_disease;
298
299 /* don't infect inanimate objects */
300 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
301 return 0; 239 return 0;
302 240
303 /* check and see if victim can catch disease: diseases 241 if (victim->flag [FLAG_WIZ])
304 * are specific
305 */
306 if (!is_susceptible_to_disease (victim, disease))
307 return 0; 242 return 0;
308 243
309 /* roll the dice on infection before doing the inventory check! */ 244 if (disease->race.contains ("*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
310 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
311 return 0; 245 return 1;
312 246
313 /* do an immunity check */ 247 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
314 if (victim->head)
315 tmp = victim->head->inv;
316 else
317 tmp = victim->inv;
318
319 /* 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
321 * 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
323 * they were cast in that same order. Instead, change it so that
324 * if you diseased, you can't get diseased more.
325 */
326
327 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
328 {
329 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
330 return 0; /* Immune! */
331 else if (tmp->type == DISEASE && tmp->name == disease->name)
332 return 0; /* already diseased */
333 }
334
335 /* If we've gotten this far, go ahead and infect the victim. */
336 new_disease = disease->clone ();
337 new_disease->stats.food = disease->stats.maxgrace;
338 new_disease->value = disease->stats.maxhp;
339 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
340
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'
369 * for meaning in the diseases.
370 */
371 new_disease->move_block = 0;
372 if (new_disease->owner && new_disease->owner->type == PLAYER)
373 {
374 char buf[128];
375
376 /* if the disease has a title, it has a special infection message
377 * This messages is printed in the form MESSAGE victim
378 */
379 if (new_disease->title)
380 sprintf (buf, "%s %s!!", &disease->title, &victim->name);
381 else
382 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name);
383
384 if (victim->type == PLAYER)
385 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
386 else
387 new_draw_info (0, 4, new_disease->owner, buf);
388 }
389
390 if (victim->type == PLAYER)
391 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
392
393 return 1; 248 return 1;
394 249
250 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
251 return 1;
252
253 return 0;
395} 254}
396 255
397/* this function monitors the symptoms caused by the disease (if any), 256/* this function monitors the symptoms caused by the disease (if any),
398causes symptoms, and modifies existing symptoms in the case of 257causes symptoms, and modifies existing symptoms in the case of
399existing diseases. */ 258existing diseases. */
400int 259static int
401do_symptoms (object *disease) 260do_symptoms (object *disease)
402{ 261{
403 object *symptom; 262 object *symptom;
404 object *victim; 263 object *victim;
405 object *tmp; 264 object *tmp;
422 281
423 symptom = find_symptom (disease); 282 symptom = find_symptom (disease);
424 if (!symptom) 283 if (!symptom)
425 { 284 {
426 /* no symptom? need to generate one! */ 285 /* no symptom? need to generate one! */
427 object *new_symptom;
428 286
429 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ 287 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
430 if (!is_susceptible_to_disease (victim, disease)) 288 if (!is_susceptible_to_disease (victim, disease))
431 return 0; 289 return 0;
432 290
433 /* check for an actual immunity */ 291 /* check for an actual immunity */
434 /* do an immunity check */ 292 /* do an immunity check */
435 if (victim->head) 293 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
436 tmp = victim->head->inv;
437 else
438 tmp = victim->inv;
439
440 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
441 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 294 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
442 if (tmp->name == disease->name && tmp->level >= disease->level) 295 if (tmp->name == disease->name && tmp->level >= disease->level)
443 return 0; /*Immune! */ 296 return 0; /* Immune! */
444 297
445 new_symptom = get_archetype ("symptom"); 298 object *new_symptom = get_archetype (shstr_symptom);
446 299
447 /* Something special done with dam. We want diseases to be more 300 /* Something special done with dam. We want diseases to be more
448 * random in what they'll kill, so we'll make the damage they 301 * random in what they'll kill, so we'll make the damage they
449 * do random, note, this has a weird effect with progressive diseases. 302 * do random, note, this has a weird effect with progressive diseases.
450 */ 303 */
451 if (disease->stats.dam != 0) 304 if (disease->stats.dam)
452 { 305 {
453 int dam = disease->stats.dam; 306 int dam = disease->stats.dam;
454 307
455 /* reduce the damage, on average, 50%, and making things random. */ 308 /* reduce the damage, on average, 50%, and making things random. */
456 309
480 new_symptom->stats.exp = 0; 333 new_symptom->stats.exp = 0;
481 new_symptom->stats.hp = disease->stats.hp; 334 new_symptom->stats.hp = disease->stats.hp;
482 new_symptom->msg = disease->msg; 335 new_symptom->msg = disease->msg;
483 new_symptom->attacktype = disease->attacktype; 336 new_symptom->attacktype = disease->attacktype;
484 new_symptom->other_arch = disease->other_arch; 337 new_symptom->other_arch = disease->other_arch;
338 new_symptom->skill = disease->skill;
485 339
340 new_symptom->move_block = 0;
341
342 victim->head_ ()->insert (new_symptom);
343
344 // set owner last, as insert clears owner
486 new_symptom->set_owner (disease->owner); 345 new_symptom->set_owner (disease->owner);
487 346
488 if (new_symptom->skill != disease->skill)
489 new_symptom->skill = disease->skill;
490
491 new_symptom->move_block = 0;
492 insert_ob_in_ob (new_symptom, victim);
493 return 1; 347 return 1;
494 } 348 }
495 349
496 /* now deal with progressing diseases: we increase the debility 350 /* now deal with progressing diseases: we increase the debility
497 * caused by the symptoms. 351 * caused by the symptoms.
522 victim->update_stats (); 376 victim->update_stats ();
523 377
524 return 1; 378 return 1;
525} 379}
526 380
527/* grants immunity to plagues we've seen before. */
528int 381int
529grant_immunity (object *disease) 382move_disease (object *disease)
530{ 383{
531 object *immunity; 384 /* First task is to determine if the disease is inside or outside of someone.
385 * If outside, we decrement 'value' until we're gone.
386 */
387
388 if (!disease->env)
389 { /* we're outside of someone */
390 if (disease->stats.maxhp > 0)
391 disease->value--;
392
393 if (!disease->value)
394 {
395 disease->destroy ();
396 return 1;
397 }
398 }
399 else
400 {
401 /* if we're inside a person, have the disease run its course */
402 /* negative/zero food denotes "perpetual" diseases. */
403 if (disease->stats.food > 0)
404 {
405 disease->stats.food--;
406
407 if (!disease->stats.food)
408 {
409 remove_symptoms (disease); /* remove the symptoms of this disease */
410 grant_immunity (disease);
411 disease->destroy ();
412 return 1;
413 }
414 }
415 }
416
417 /* check to see if we infect others */
418 check_infection (disease);
419
420 /* impose or modify the symptoms of the disease */
421 if (disease->env && is_susceptible_to_disease (disease->env, disease))
422 do_symptoms (disease);
423
424 return 0;
425}
426
427/* check to see if an object is infectable:
428 * objects with immunity aren't infectable.
429 * objects already infected aren't infectable.
430 * dead objects aren't infectable.
431 * undead objects are infectible only if specifically named.
432*/
433int
434infect_object (object *victim, object *disease, int force)
435{
532 object *walk; 436 object *tmp;
437 object *new_disease;
533 438
534 /* Don't give immunity to this disease if last_heal is set. */ 439 /* don't infect inanimate objects */
535 if (disease->last_heal) 440 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
536 return 0; 441 return 0;
537 /* first, search for an immunity of the same name */ 442
538 for (walk = disease->env->inv; walk; walk = walk->below) 443 /* check and see if victim can catch disease: diseases
539 { 444 * are specific
540 if (walk->type == 98 && disease->name == walk->name) 445 */
541 { 446 if (!is_susceptible_to_disease (victim, disease))
542 walk->level = disease->level; 447 return 0;
543 return 1; /* just update the existing immunity. */ 448
544 } 449 /* roll the dice on infection before doing the inventory check! */
450 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
451 return 0;
452
453 /* do an immunity check */
454
455 /* There used to (IMO) be a flaw in the below - it used to be the case
456 * that if level check was done for both immunity and disease. This could
457 * result in a person with multiple afflictions of the same disease
458 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
459 * they were cast in that same order. Instead, change it so that
460 * if you diseased, you can't get diseased more.
461 */
462
463 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
464 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
465 return 0; /* Immune! */
466 else if (tmp->type == DISEASE && tmp->name == disease->name)
467 return 0; /* already diseased */
468
469 /* If we've gotten this far, go ahead and infect the victim. */
470
471 new_disease = disease->clone ();
472
473 new_disease->stats.food = disease->stats.maxgrace;
474 new_disease->value = disease->stats.maxhp;
475 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
476
477 /* This appears to be a horrible case of overloading 'NO_PASS'
478 * for meaning in the diseases.
479 */
480 new_disease->move_block = 0;
481
482 // insert before setting the owner
483 victim->head_ ()->insert (new_disease);
484
485 if (disease->owner)
486 new_disease->set_owner (disease->owner);
487 else if (object *pl = disease->in_player ())
488 /* for diseases which are passed by hitting, set owner and skill */
489 new_disease->set_owner (pl);
490
491 if (new_disease->owner && new_disease->owner->type == PLAYER)
545 } 492 {
546 immunity = get_archetype ("immunity"); 493 const char *buf;
547 immunity->name = disease->name; 494
548 immunity->level = disease->level; 495 /* if the disease has a title, it has a special infection message
549 immunity->move_block = 0; 496 * This messages is printed in the form MESSAGE victim
550 insert_ob_in_ob (immunity, disease->env); 497 */
498 if (new_disease->title)
499 buf = format ("%s %s!!", &disease->title, &victim->name);
500 else
501 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
502
503 if (victim->type == PLAYER)
504 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
505 else
506 new_draw_info (0, 4, new_disease->owner, buf);
507 }
508
509 if (victim->type == PLAYER)
510 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
511
551 return 1; 512 return 1;
552
553} 513}
554
555 514
556/* make the symptom do the nasty things it does */ 515/* make the symptom do the nasty things it does */
557
558int 516int
559move_symptom (object *symptom) 517move_symptom (object *symptom)
560{ 518{
561 object *victim = symptom->env; 519 object *victim = symptom->env;
562 object *new_ob;
563 int sp_reduce;
564 520
565 if (victim == NULL || victim->map == NULL) 521 if (!victim || !victim->map)
566 { /* outside a monster/player, die immediately */ 522 { /* outside a monster/player, die immediately */
567 symptom->destroy (); 523 symptom->destroy ();
568 return 0; 524 return 0;
569 } 525 }
570
571 if (symptom->stats.dam > 0)
572 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
573 else
574 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
575
576 if (symptom->stats.maxsp > 0)
577 sp_reduce = symptom->stats.maxsp;
578 else
579 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
580 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
581 526
582 /* create the symptom "other arch" object and drop it here 527 /* create the symptom "other arch" object and drop it here
583 * under every part of the monster 528 * under every part of the monster
584 * The victim may well have died. 529 * The victim may well have died.
585 */ 530 */
586
587 if (victim->map == NULL) 531 if (victim->map)
588 return 0; 532 {
533 victim->play_sound (symptom->sound);
534
589 if (symptom->other_arch) 535 if (symptom->other_arch)
590 { 536 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
591 object *tmp;
592
593 tmp = victim;
594 if (tmp->head != NULL)
595 tmp = tmp->head;
596 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
597 { 537 {
598 new_ob = arch_to_object (symptom->other_arch); 538 object *new_ob = symptom->other_arch->instance ();
599 new_ob->x = tmp->x; 539 new_ob->x = tmp->x;
600 new_ob->y = tmp->y; 540 new_ob->y = tmp->y;
601 new_ob->map = victim->map; 541 new_ob->map = victim->map;
602 insert_ob_in_map (new_ob, victim->map, victim, 0); 542 insert_ob_in_map (new_ob, victim->map, victim, 0);
603 } 543 }
604 } 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
605 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 560 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
606 561
607 return 1; 562 return 1;
608} 563}
609 564
618 infect_object (victim, disease, 0); 573 infect_object (victim, disease, 0);
619 574
620 return 1; 575 return 1;
621} 576}
622 577
623// find a disease in someone
624object *
625find_disease (object *victim)
626{
627 for (object *disease = victim->inv; disease; disease = disease->below)
628 if (disease->type == DISEASE)
629 return disease;
630
631 return 0;
632}
633
634/* do the cure disease stuff, from the spell "cure disease" */ 578/* do the cure disease stuff, from the spell "cure disease" */
635int 579int
636cure_disease (object *sufferer, object *caster) 580cure_disease (object *sufferer, object *caster, object *spell)
637{ 581{
638 object *disease, *next; 582 object *disease, *next;
639 int casting_level;
640 int cure = 0; 583 int cure = 0;
641 584
642 if (caster)
643 casting_level = caster->level;
644 else
645 casting_level = 1000; /* if null caster, CURE all. */ 585 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
646 586
647 for (disease = sufferer->inv; disease; disease = next) 587 for (disease = sufferer->inv; disease; disease = next)
648 { 588 {
649 next = disease->below; 589 next = disease->below;
650 590
658 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))))
659 { 599 {
660 remove_symptoms (disease); 600 remove_symptoms (disease);
661 cure = 1; 601 cure = 1;
662 602
663 if (caster) 603 if (caster && spell)
664 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);
665 605
666 disease->destroy (); 606 disease->destroy ();
667 } 607 }
668 } 608 }
669 } 609 }
678 } 618 }
679 619
680 return 1; 620 return 1;
681} 621}
682 622
623#if 0 // unused, but seems interesting
683/* reduces disease progression: reduce_symptoms 624/* reduces disease progression: reduce_symptoms
684 * return true if we actually reduce a disease. 625 * return true if we actually reduce a disease.
685 */ 626 */
686int 627static int
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
707 if (success) 648 if (success)
708 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.");
709 650
710 return success; 651 return success;
711} 652}
653#endif

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