ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/disease.C
(Generate patch)

Comparing deliantra/server/server/disease.C (file contents):
Revision 1.28 by root, Tue Jul 10 05:51:38 2007 UTC vs.
Revision 1.68 by root, Sun May 1 16:58:17 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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 (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
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 (!victim->flag [FLAG_ALIVE])
147 return 0; 239 return 0;
148 240
149 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])
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) && victim->flag [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->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;
159} 380}
160 381
161int 382int
162move_disease (object *disease) 383move_disease (object *disease)
163{ 384{
164 /* 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.
165 * If outside, we decrement 'value' until we're gone. 386 * If outside, we decrement 'value' until we're gone.
166 */ 387 */
167 388
168 if (disease->env == NULL) 389 if (!disease->env)
169 { /* we're outside of someone */ 390 { /* we're outside of someone */
170 if (disease->stats.maxhp > 0) 391 if (disease->stats.maxhp > 0)
171 disease->value--; 392 disease->value--;
172 393
173 if (disease->value == 0) 394 if (!disease->value)
174 { 395 {
175 disease->destroy (); 396 disease->destroy ();
176 return 1; 397 return 1;
177 } 398 }
178 } 399 }
179 else 400 else
180 { 401 {
181 /* 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 */
182 /* negative foods denote "perpetual" diseases. */ 403 /* negative/zero food denotes "perpetual" diseases. */
183 if (disease->stats.food > 0) 404 if (disease->stats.food > 0)
184 { 405 {
185 disease->stats.food--; 406 disease->stats.food--;
186 407
187 if (disease->stats.food == 0) 408 if (!disease->stats.food)
188 { 409 {
189 remove_symptoms (disease); /* remove the symptoms of this disease */ 410 remove_symptoms (disease); /* remove the symptoms of this disease */
190 grant_immunity (disease); 411 grant_immunity (disease);
191 disease->destroy (); 412 disease->destroy ();
192 return 1; 413 return 1;
201 if (disease->env && is_susceptible_to_disease (disease->env, disease)) 422 if (disease->env && is_susceptible_to_disease (disease->env, disease))
202 do_symptoms (disease); 423 do_symptoms (disease);
203 424
204 return 0; 425 return 0;
205} 426}
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
285 427
286/* check to see if an object is infectable: 428/* check to see if an object is infectable:
287 * objects with immunity aren't infectable. 429 * objects with immunity aren't infectable.
288 * objects already infected aren't infectable. 430 * objects already infected aren't infectable.
289 * dead objects aren't infectable. 431 * dead objects aren't infectable.
294{ 436{
295 object *tmp; 437 object *tmp;
296 object *new_disease; 438 object *new_disease;
297 439
298 /* don't infect inanimate objects */ 440 /* don't infect inanimate objects */
299 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) 441 if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER))
300 return 0; 442 return 0;
301 443
302 /* check and see if victim can catch disease: diseases 444 /* check and see if victim can catch disease: diseases
303 * are specific 445 * are specific
304 */ 446 */
308 /* roll the dice on infection before doing the inventory check! */ 450 /* roll the dice on infection before doing the inventory check! */
309 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))
310 return 0; 452 return 0;
311 453
312 /* do an immunity check */ 454 /* do an immunity check */
313 if (victim->head)
314 tmp = victim->head->inv;
315 else
316 tmp = victim->inv;
317 455
318 /* 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
319 * 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
320 * result in a person with multiple afflictions of the same disease 458 * 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 459 * (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 460 * they were cast in that same order. Instead, change it so that
323 * if you diseased, you can't get diseased more. 461 * if you diseased, you can't get diseased more.
324 */ 462 */
325 463
326 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) 464 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
327 { 465 if (tmp->name == disease->name && tmp->is_immunity () && tmp->level >= disease->level)
328 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
329 return 0; /* Immune! */ 466 return 0; /* Immune! */
330 else if (tmp->type == DISEASE && tmp->name == disease->name) 467 else if (tmp->type == DISEASE && tmp->name == disease->name)
331 return 0; /* already diseased */ 468 return 0; /* already diseased */
332 }
333 469
334 /* 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
335 new_disease = disease->clone (); 472 new_disease = disease->clone ();
473
336 new_disease->stats.food = disease->stats.maxgrace; 474 new_disease->stats.food = disease->stats.maxgrace;
337 new_disease->value = disease->stats.maxhp; 475 new_disease->value = disease->stats.maxhp;
338 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 476 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
339 477
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' 478 /* This appears to be a horrible case of overloading 'NO_PASS'
368 * for meaning in the diseases. 479 * for meaning in the diseases.
369 */ 480 */
370 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
371 if (new_disease->owner && new_disease->owner->type == PLAYER) 492 if (new_disease->owner && new_disease->owner->type == PLAYER)
372 { 493 {
373 char buf[128]; 494 const char *buf;
374 495
375 /* 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
376 * This messages is printed in the form MESSAGE victim 497 * This messages is printed in the form MESSAGE victim
377 */ 498 */
378 if (new_disease->title) 499 if (new_disease->title)
379 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 500 buf = format ("%s %s!!", &disease->title, &victim->name);
380 else 501 else
381 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);
382 503
383 if (victim->type == PLAYER) 504 if (victim->type == PLAYER)
384 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);
385 else 506 else
386 new_draw_info (0, 4, new_disease->owner, buf); 507 new_draw_info (0, 4, new_disease->owner, buf);
387 } 508 }
509
388 if (victim->type == PLAYER) 510 if (victim->type == PLAYER)
389 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.");
390 512
391 return 1; 513 return 1;
392
393} 514}
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
553 515
554/* make the symptom do the nasty things it does */ 516/* make the symptom do the nasty things it does */
555
556int 517int
557move_symptom (object *symptom) 518move_symptom (object *symptom)
558{ 519{
559 object *victim = symptom->env; 520 object *victim = symptom->env;
560 object *new_ob;
561 int sp_reduce;
562 521
563 if (victim == NULL || victim->map == NULL) 522 if (!victim || !victim->map)
564 { /* outside a monster/player, die immediately */ 523 { /* outside a monster/player, die immediately */
565 symptom->destroy (); 524 symptom->destroy ();
566 return 0; 525 return 0;
567 } 526 }
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);
579 527
580 /* create the symptom "other arch" object and drop it here 528 /* create the symptom "other arch" object and drop it here
581 * under every part of the monster 529 * under every part of the monster
582 * The victim may well have died. 530 * The victim may well have died.
583 */ 531 */
584
585 if (victim->map == NULL) 532 if (victim->map)
586 return 0; 533 {
534 victim->play_sound (symptom->sound);
535
587 if (symptom->other_arch) 536 if (symptom->other_arch)
588 { 537 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 { 538 {
596 new_ob = arch_to_object (symptom->other_arch); 539 object *new_ob = symptom->other_arch->instance ();
597 new_ob->x = tmp->x; 540 new_ob->x = tmp->x;
598 new_ob->y = tmp->y; 541 new_ob->y = tmp->y;
599 new_ob->map = victim->map; 542 new_ob->map = victim->map;
600 insert_ob_in_map (new_ob, victim->map, victim, 0); 543 insert_ob_in_map (new_ob, victim->map, victim, 0);
601 } 544 }
602 } 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
603 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 561 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
604 562
605 return 1; 563 return 1;
606} 564}
607 565
616 infect_object (victim, disease, 0); 574 infect_object (victim, disease, 0);
617 575
618 return 1; 576 return 1;
619} 577}
620 578
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" */ 579/* do the cure disease stuff, from the spell "cure disease" */
633int 580int
634cure_disease (object *sufferer, object *caster) 581cure_disease (object *sufferer, object *caster, object *spell)
635{ 582{
636 object *disease, *next; 583 object *disease, *next;
637 int casting_level;
638 int cure = 0; 584 int cure = 0;
639 585
640 if (caster)
641 casting_level = caster->level;
642 else
643 casting_level = 1000; /* if null caster, CURE all. */ 586 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
644 587
645 for (disease = sufferer->inv; disease; disease = next) 588 for (disease = sufferer->inv; disease; disease = next)
646 { 589 {
647 next = disease->below; 590 next = disease->below;
648 591
656 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))))
657 { 600 {
658 remove_symptoms (disease); 601 remove_symptoms (disease);
659 cure = 1; 602 cure = 1;
660 603
661 if (caster) 604 if (caster && spell)
662 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);
663 606
664 disease->destroy (); 607 disease->destroy ();
665 } 608 }
666 } 609 }
667 } 610 }
676 } 619 }
677 620
678 return 1; 621 return 1;
679} 622}
680 623
624#if 0 // unused, but seems interesting
681/* reduces disease progression: reduce_symptoms 625/* reduces disease progression: reduce_symptoms
682 * return true if we actually reduce a disease. 626 * return true if we actually reduce a disease.
683 */ 627 */
684 628static int
685int
686reduce_symptoms (object *sufferer, int reduction) 629reduce_symptoms (object *sufferer, int reduction)
687{ 630{
688 object *walk; 631 object *walk;
689 int success = 0; 632 int success = 0;
690 633
693 if (walk->type == SYMPTOM) 636 if (walk->type == SYMPTOM)
694 { 637 {
695 if (walk->value > 0) 638 if (walk->value > 0)
696 { 639 {
697 success = 1; 640 success = 1;
698 walk->value = MAX (0, walk->value - 2 * reduction); 641 walk->value = max (0, walk->value - 2 * reduction);
699 /* give the disease time to modify this symptom, 642 /* give the disease time to modify this symptom,
700 * and reduce its severity. */ 643 * and reduce its severity. */
701 walk->speed_left = 0; 644 walk->speed_left = 0;
702 } 645 }
703 } 646 }
704 } 647 }
648
705 if (success) 649 if (success)
706 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
707 return success; 652 return success;
708} 653}
654#endif

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines