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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.22 by root, Sat May 12 18:38:44 2007 UTC vs.
Revision 1.68 by root, Sun May 1 16:58:17 2011 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
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 2 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, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, 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 (disease->name == walk->name && walk->is_immunity ())
157 {
158 walk->level = disease->level;
159 return 1; /* just update the existing immunity. */
160 }
161
162 immunity = archetype::get (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 (!victim->flag [FLAG_ALIVE])
148 return 0; 239 return 0;
149 240
150 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 241 if (victim->flag [FLAG_WIZ])
242 return 0;
243
244 if (disease->race.contains ("*") && !victim->flag [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) && victim->flag [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->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */
295 if (tmp->level >= disease->level)
296 return 0; /* Immune! */
297
298 object *new_symptom = archetype::get (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->value = 0;
324
325 new_symptom->set_speed (disease->speed);
326
327 for (int i = 0; i < NUM_STATS; ++i)
328 new_symptom->stats.stat (i) = disease->stats.stat (i);
329
330 new_symptom->stats.sp = disease->stats.sp;
331 new_symptom->stats.food = disease->last_eat;
332 new_symptom->stats.maxsp = disease->stats.maxsp;
333 new_symptom->last_sp = disease->last_sp;
334 new_symptom->stats.exp = 0;
335 new_symptom->stats.hp = disease->stats.hp;
336 new_symptom->msg = disease->msg;
337 new_symptom->attacktype = disease->attacktype;
338 new_symptom->other_arch = disease->other_arch;
339 new_symptom->skill = disease->skill;
340
341 new_symptom->move_block = 0;
342
343 victim->head_ ()->insert (new_symptom);
344
345 // set owner last, as insert clears owner
346 new_symptom->set_owner (disease->owner);
347
348 return 1;
349 }
350
351 /* now deal with progressing diseases: we increase the debility
352 * caused by the symptoms.
353 */
354 if (disease->stats.ac)
355 {
356 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
357
358 float scale = 1.f + symptom->value / 100.f;
359
360 /* now rescale all the debilities */
361 for (int i = 0; i < NUM_STATS; ++i)
362 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
363
364 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
365 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
366 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
367 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
368 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
369 symptom->stats.exp = 0;
370 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
371 symptom->msg = disease->msg;
372 symptom->attacktype = disease->attacktype;
373 symptom->other_arch = disease->other_arch;
374 }
375
376 symptom->set_flag (FLAG_APPLIED);
377 victim->update_stats ();
378
379 return 1;
160} 380}
161 381
162int 382int
163move_disease (object *disease) 383move_disease (object *disease)
164{ 384{
165 /* first task is to determine if the disease is inside or outside of someone. 385 /* First task is to determine if the disease is inside or outside of someone.
166 * If outside, we decrement 'value' until we're gone. 386 * If outside, we decrement 'value' until we're gone.
167 */ 387 */
168 388
169 if (disease->env == NULL) 389 if (!disease->env)
170 { /* we're outside of someone */ 390 { /* we're outside of someone */
171 if (disease->stats.maxhp > 0) 391 if (disease->stats.maxhp > 0)
172 disease->value--; 392 disease->value--;
173 393
174 if (disease->value == 0) 394 if (!disease->value)
175 { 395 {
176 disease->destroy (); 396 disease->destroy ();
177 return 1; 397 return 1;
178 } 398 }
179 } 399 }
180 else 400 else
181 { 401 {
182 /* if we're inside a person, have the disease run its course */ 402 /* if we're inside a person, have the disease run its course */
183 /* negative foods denote "perpetual" diseases. */ 403 /* negative/zero food denotes "perpetual" diseases. */
184 if (disease->stats.food > 0) 404 if (disease->stats.food > 0)
185 { 405 {
186 disease->stats.food--; 406 disease->stats.food--;
187 407
188 if (disease->stats.food == 0) 408 if (!disease->stats.food)
189 { 409 {
190 remove_symptoms (disease); /* remove the symptoms of this disease */ 410 remove_symptoms (disease); /* remove the symptoms of this disease */
191 grant_immunity (disease); 411 grant_immunity (disease);
192 disease->destroy (); 412 disease->destroy ();
193 return 1; 413 return 1;
202 if (disease->env && is_susceptible_to_disease (disease->env, disease)) 422 if (disease->env && is_susceptible_to_disease (disease->env, disease))
203 do_symptoms (disease); 423 do_symptoms (disease);
204 424
205 return 0; 425 return 0;
206} 426}
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
286 427
287/* check to see if an object is infectable: 428/* check to see if an object is infectable:
288 * objects with immunity aren't infectable. 429 * objects with immunity aren't infectable.
289 * objects already infected aren't infectable. 430 * objects already infected aren't infectable.
290 * dead objects aren't infectable. 431 * dead objects aren't infectable.
295{ 436{
296 object *tmp; 437 object *tmp;
297 object *new_disease; 438 object *new_disease;
298 439
299 /* don't infect inanimate objects */ 440 /* don't infect inanimate objects */
300 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) 441 if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER))
301 return 0; 442 return 0;
302 443
303 /* check and see if victim can catch disease: diseases 444 /* check and see if victim can catch disease: diseases
304 * are specific 445 * are specific
305 */ 446 */
309 /* roll the dice on infection before doing the inventory check! */ 450 /* roll the dice on infection before doing the inventory check! */
310 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) 451 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
311 return 0; 452 return 0;
312 453
313 /* do an immunity check */ 454 /* do an immunity check */
314 if (victim->head)
315 tmp = victim->head->inv;
316 else
317 tmp = victim->inv;
318 455
319 /* There used to (IMO) be a flaw in the below - it used to be the case 456 /* 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 457 * 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 458 * 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 459 * (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 460 * they were cast in that same order. Instead, change it so that
324 * if you diseased, you can't get diseased more. 461 * if you diseased, you can't get diseased more.
325 */ 462 */
326 463
327 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) 464 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
328 { 465 if (tmp->name == disease->name && tmp->is_immunity () && tmp->level >= disease->level)
329 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
330 return 0; /* Immune! */ 466 return 0; /* Immune! */
331 else if (tmp->type == DISEASE && tmp->name == disease->name) 467 else if (tmp->type == DISEASE && tmp->name == disease->name)
332 return 0; /* already diseased */ 468 return 0; /* already diseased */
333 }
334 469
335 /* If we've gotten this far, go ahead and infect the victim. */ 470 /* If we've gotten this far, go ahead and infect the victim. */
471
336 new_disease = disease->clone (); 472 new_disease = disease->clone ();
473
337 new_disease->stats.food = disease->stats.maxgrace; 474 new_disease->stats.food = disease->stats.maxgrace;
338 new_disease->value = disease->stats.maxhp; 475 new_disease->value = disease->stats.maxhp;
339 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 476 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
340 477
341 /* Unfortunately, set_owner does the wrong thing to the skills pointers
342 * resulting in exp going into the owners *current* chosen skill.
343 */
344
345 if (disease->owner)
346 {
347 new_disease->set_owner (disease->owner);
348
349 /* Only need to update skill if different */
350 if (new_disease->skill != disease->skill)
351 new_disease->skill = disease->skill;
352 }
353 else
354 { /* for diseases which are passed by hitting, set owner and praying skill */
355 if (disease->env && disease->env->type == PLAYER)
356 {
357 object *player = disease->env;
358
359 new_disease->set_owner (player);
360
361 /* the skill pointer for these diseases should already be set up -
362 * hardcoding in 'praying' is not the right approach.
363 */
364 }
365 }
366
367 insert_ob_in_ob (new_disease, victim);
368 /* This appears to be a horrible case of overloading 'NO_PASS' 478 /* This appears to be a horrible case of overloading 'NO_PASS'
369 * for meaning in the diseases. 479 * for meaning in the diseases.
370 */ 480 */
371 new_disease->move_block = 0; 481 new_disease->move_block = 0;
482
483 // insert before setting the owner
484 victim->head_ ()->insert (new_disease);
485
486 if (disease->owner)
487 new_disease->set_owner (disease->owner);
488 else if (object *pl = disease->in_player ())
489 /* for diseases which are passed by hitting, set owner and skill */
490 new_disease->set_owner (pl);
491
372 if (new_disease->owner && new_disease->owner->type == PLAYER) 492 if (new_disease->owner && new_disease->owner->type == PLAYER)
373 { 493 {
374 char buf[128]; 494 const char *buf;
375 495
376 /* if the disease has a title, it has a special infection message 496 /* if the disease has a title, it has a special infection message
377 * This messages is printed in the form MESSAGE victim 497 * This messages is printed in the form MESSAGE victim
378 */ 498 */
379 if (new_disease->title) 499 if (new_disease->title)
380 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 500 buf = format ("%s %s!!", &disease->title, &victim->name);
381 else 501 else
382 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); 502 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
383 503
384 if (victim->type == PLAYER) 504 if (victim->type == PLAYER)
385 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 505 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
386 else 506 else
387 new_draw_info (0, 4, new_disease->owner, buf); 507 new_draw_info (0, 4, new_disease->owner, buf);
388 } 508 }
509
389 if (victim->type == PLAYER) 510 if (victim->type == PLAYER)
390 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); 511 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
391 512
392 return 1; 513 return 1;
393
394} 514}
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
498 if (disease->stats.ac != 0)
499 {
500 float scale;
501
502 symptom->value += disease->stats.ac;
503 scale = 1.0 + symptom->value / 100.0;
504
505 /* now rescale all the debilities */
506 for (int i = 0; i < NUM_STATS; ++i)
507 symptom->stats.stat (i) = scale * disease->stats.stat (i);
508
509 symptom->stats.dam = scale * disease->stats.dam;
510 symptom->stats.sp = scale * disease->stats.sp;
511 symptom->stats.food = scale * disease->last_eat;
512 symptom->stats.maxsp = scale * disease->stats.maxsp;
513 symptom->last_sp = scale * disease->last_sp;
514 symptom->stats.exp = 0;
515 symptom->stats.hp = scale * disease->stats.hp;
516
517 symptom->msg = disease->msg;
518 symptom->attacktype = disease->attacktype;
519 symptom->other_arch = disease->other_arch;
520 }
521 SET_FLAG (symptom, FLAG_APPLIED);
522 victim->update_stats ();
523 return 1;
524}
525
526
527/* grants immunity to plagues we've seen before. */
528int
529grant_immunity (object *disease)
530{
531 object *immunity;
532 object *walk;
533
534 /* Don't give immunity to this disease if last_heal is set. */
535 if (disease->last_heal)
536 return 0;
537 /* first, search for an immunity of the same name */
538 for (walk = disease->env->inv; walk; walk = walk->below)
539 {
540 if (walk->type == 98 && disease->name == walk->name)
541 {
542 walk->level = disease->level;
543 return 1; /* just update the existing immunity. */
544 }
545 }
546 immunity = get_archetype ("immunity");
547 immunity->name = disease->name;
548 immunity->level = disease->level;
549 immunity->move_block = 0;
550 insert_ob_in_ob (immunity, disease->env);
551 return 1;
552
553}
554
555 515
556/* make the symptom do the nasty things it does */ 516/* make the symptom do the nasty things it does */
557
558int 517int
559move_symptom (object *symptom) 518move_symptom (object *symptom)
560{ 519{
561 object *victim = symptom->env; 520 object *victim = symptom->env;
562 object *new_ob;
563 int sp_reduce;
564 521
565 if (victim == NULL || victim->map == NULL) 522 if (!victim || !victim->map)
566 { /* outside a monster/player, die immediately */ 523 { /* outside a monster/player, die immediately */
567 symptom->destroy (); 524 symptom->destroy ();
568 return 0; 525 return 0;
569 } 526 }
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);
581 527
582 /* create the symptom "other arch" object and drop it here 528 /* create the symptom "other arch" object and drop it here
583 * under every part of the monster 529 * under every part of the monster
584 * The victim may well have died. 530 * The victim may well have died.
585 */ 531 */
586
587 if (victim->map == NULL) 532 if (victim->map)
588 return 0; 533 {
534 victim->play_sound (symptom->sound);
535
589 if (symptom->other_arch) 536 if (symptom->other_arch)
590 { 537 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 { 538 {
598 new_ob = arch_to_object (symptom->other_arch); 539 object *new_ob = symptom->other_arch->instance ();
599 new_ob->x = tmp->x; 540 new_ob->x = tmp->x;
600 new_ob->y = tmp->y; 541 new_ob->y = tmp->y;
601 new_ob->map = victim->map; 542 new_ob->map = victim->map;
602 insert_ob_in_map (new_ob, victim->map, victim, 0); 543 insert_ob_in_map (new_ob, victim->map, victim, 0);
603 } 544 }
604 } 545 }
546
547 int damage =
548 symptom->stats.dam > 0
549 ? symptom->stats.dam
550 : max (1, victim->stats.maxhp * -symptom->stats.dam / 100);
551
552 hit_player (victim, damage, symptom, symptom->attacktype, 1);
553
554 int sp_reduce =
555 symptom->stats.maxsp > 0
556 ? symptom->stats.maxsp
557 : max (1, victim->stats.maxsp * -symptom->stats.maxsp / 100);
558
559 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
560
605 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 561 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
606 562
607 return 1; 563 return 1;
608} 564}
609 565
618 infect_object (victim, disease, 0); 574 infect_object (victim, disease, 0);
619 575
620 return 1; 576 return 1;
621} 577}
622 578
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" */ 579/* do the cure disease stuff, from the spell "cure disease" */
635int 580int
636cure_disease (object *sufferer, object *caster) 581cure_disease (object *sufferer, object *caster, object *spell)
637{ 582{
638 object *disease, *next; 583 object *disease, *next;
639 int casting_level;
640 int cure = 0; 584 int cure = 0;
641 585
642 if (caster)
643 casting_level = caster->level;
644 else
645 casting_level = 1000; /* if null caster, CURE all. */ 586 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
646 587
647 for (disease = sufferer->inv; disease; disease = next) 588 for (disease = sufferer->inv; disease; disease = next)
648 { 589 {
649 next = disease->below; 590 next = disease->below;
650 591
658 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 599 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
659 { 600 {
660 remove_symptoms (disease); 601 remove_symptoms (disease);
661 cure = 1; 602 cure = 1;
662 603
663 if (caster) 604 if (caster && spell)
664 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); 605 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
665 606
666 disease->destroy (); 607 disease->destroy ();
667 } 608 }
668 } 609 }
669 } 610 }
678 } 619 }
679 620
680 return 1; 621 return 1;
681} 622}
682 623
624#if 0 // unused, but seems interesting
683/* reduces disease progression: reduce_symptoms 625/* reduces disease progression: reduce_symptoms
684 * return true if we actually reduce a disease. 626 * return true if we actually reduce a disease.
685 */ 627 */
686 628static int
687int
688reduce_symptoms (object *sufferer, int reduction) 629reduce_symptoms (object *sufferer, int reduction)
689{ 630{
690 object *walk; 631 object *walk;
691 int success = 0; 632 int success = 0;
692 633
695 if (walk->type == SYMPTOM) 636 if (walk->type == SYMPTOM)
696 { 637 {
697 if (walk->value > 0) 638 if (walk->value > 0)
698 { 639 {
699 success = 1; 640 success = 1;
700 walk->value = MAX (0, walk->value - 2 * reduction); 641 walk->value = max (0, walk->value - 2 * reduction);
701 /* give the disease time to modify this symptom, 642 /* give the disease time to modify this symptom,
702 * and reduce its severity. */ 643 * and reduce its severity. */
703 walk->speed_left = 0; 644 walk->speed_left = 0;
704 } 645 }
705 } 646 }
706 } 647 }
648
707 if (success) 649 if (success)
708 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 650 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
651
709 return success; 652 return success;
710} 653}
654#endif

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