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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.29 by root, Tue Aug 7 21:58:25 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
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 (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
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)
224 symptom->destroy (); 201 symptom->destroy ();
225 } 202 }
226 203
227 if (victim) 204 if (victim)
228 victim->update_stats (); 205 victim->update_stats ();
206
229 return 0; 207 return 0;
230} 208}
231 209
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 */ 210/* searches around for more victims to infect */
246int 211static int
247check_infection (object *disease) 212check_infection (object *disease)
248{ 213{
249 int x, y, range, mflags;
250 maptile *map, *map2;
251 object *tmp;
252
253 range = abs (disease->magic); 214 int range = abs (disease->magic);
254 215
255 if (disease->env) 216 object *op = disease->outer_env_or_self ();
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 }
267 217
268 if (!map) 218 if (!op->is_on_map ())
269 return 0; 219 return 0;
270 220
271 for (int i = x - range; i <= x + range; i++) 221 dynbuf buf;
272 for (int j = y - range; j <= y + range; j++) 222 unordered_mapwalk (buf, op, -range, -range, range, range)
273 { 223 {
274 sint16 i2, j2; 224 mapspace &ms = m->at (nx, ny);
275 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
276 225
277 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 226 if (ms.flags () & P_IS_ALIVE)
278 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) 227 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
279 infect_object (tmp, disease, 0); 228 infect_object (tmp, disease, 0);
280 } 229 }
281 230
282 return 1; 231 return 1;
283} 232}
284 233
285 234/* check if victim is susceptible to disease. */
286/* check to see if an object is infectable: 235static int
287 * objects with immunity aren't infectable. 236is_susceptible_to_disease (object *victim, object *disease)
288 * objects already infected aren't infectable.
289 * dead objects aren't infectable.
290 * undead objects are infectible only if specifically named.
291*/
292int
293infect_object (object *victim, object *disease, int force)
294{ 237{
295 object *tmp; 238 if (!victim->flag [FLAG_ALIVE])
296 object *new_disease;
297
298 /* don't infect inanimate objects */
299 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
300 return 0; 239 return 0;
301 240
302 /* check and see if victim can catch disease: diseases 241 if (victim->flag [FLAG_WIZ])
303 * are specific
304 */
305 if (!is_susceptible_to_disease (victim, disease))
306 return 0; 242 return 0;
307 243
308 /* roll the dice on infection before doing the inventory check! */ 244 if (disease->race.contains ("*") && !victim->flag [FLAG_UNDEAD])
309 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
310 return 0; 245 return 1;
311 246
312 /* do an immunity check */ 247 if ((disease->race == shstr_undead) && victim->flag [FLAG_UNDEAD])
313 if (victim->head)
314 tmp = victim->head->inv;
315 else
316 tmp = victim->inv;
317
318 /* 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
320 * 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
322 * they were cast in that same order. Instead, change it so that
323 * if you diseased, you can't get diseased more.
324 */
325
326 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
327 {
328 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
329 return 0; /* Immune! */
330 else if (tmp->type == DISEASE && tmp->name == disease->name)
331 return 0; /* already diseased */
332 }
333
334 /* If we've gotten this far, go ahead and infect the victim. */
335 new_disease = disease->clone ();
336 new_disease->stats.food = disease->stats.maxgrace;
337 new_disease->value = disease->stats.maxhp;
338 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
339
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'
368 * for meaning in the diseases.
369 */
370 new_disease->move_block = 0;
371 if (new_disease->owner && new_disease->owner->type == PLAYER)
372 {
373 char buf[128];
374
375 /* if the disease has a title, it has a special infection message
376 * This messages is printed in the form MESSAGE victim
377 */
378 if (new_disease->title)
379 sprintf (buf, "%s %s!!", &disease->title, &victim->name);
380 else
381 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name);
382
383 if (victim->type == PLAYER)
384 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
385 else
386 new_draw_info (0, 4, new_disease->owner, buf);
387 }
388 if (victim->type == PLAYER)
389 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
390
391 return 1; 248 return 1;
392 249
393} 250 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
251 return 1;
394 252
395 253 return 0;
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. */
400 259static int
401int
402do_symptoms (object *disease) 260do_symptoms (object *disease)
403{ 261{
404 object *symptom; 262 object *symptom;
405 object *victim; 263 object *victim;
406 object *tmp; 264 object *tmp;
407 265
408 victim = disease->env; 266 victim = disease->env;
267
268 if (!victim)
269 return 0; /* no-one to inflict symptoms on */
409 270
410 /* This is a quick hack - for whatever reason, disease->env will point 271 /* This is a quick hack - for whatever reason, disease->env will point
411 * back to disease, causing endless loops. Why this happens really needs 272 * back to disease, causing endless loops. Why this happens really needs
412 * to be found, but this should at least prevent the infinite loops. 273 * to be found, but this should at least prevent the infinite loops.
413 */ 274 */
414 275 //TODO: should no longer be the case, monitor, and remove
415 if (victim == NULL || victim == disease) 276 if (victim == disease)
416 return 0; /* no-one to inflict symptoms on */ 277 {
278 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
279 return 0;
280 }
417 281
418 symptom = find_symptom (disease); 282 symptom = find_symptom (disease);
419 if (symptom == NULL) 283 if (!symptom)
420 { 284 {
421 /* no symptom? need to generate one! */ 285 /* no symptom? need to generate one! */
422 object *new_symptom;
423 286
424 /* 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! */
425 if (!is_susceptible_to_disease (victim, disease)) 288 if (!is_susceptible_to_disease (victim, disease))
426 return 0; 289 return 0;
427 290
428 /* check for an actual immunity */ 291 /* check for an actual immunity */
429 /* do an immunity check */ 292 /* do an immunity check */
430 if (victim->head) 293 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
431 tmp = victim->head->inv; 294 if (tmp->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */
432 else 295 if (tmp->level >= disease->level)
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! */ 296 return 0; /* Immune! */
440 }
441 297
442 new_symptom = get_archetype ("symptom"); 298 object *new_symptom = archetype::get (shstr_symptom);
443 299
444 /* Something special done with dam. We want diseases to be more 300 /* 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 301 * 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. 302 * do random, note, this has a weird effect with progressive diseases.
447 */ 303 */
448 if (disease->stats.dam != 0) 304 if (disease->stats.dam)
449 { 305 {
450 int dam = disease->stats.dam; 306 int dam = disease->stats.dam;
451 307
452 /* reduce the damage, on average, 50%, and making things random. */ 308 /* reduce the damage, on average, 50%, and making things random. */
453 309
454 dam = random_roll (1, abs (dam), victim, PREFER_LOW); 310 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
455 if (disease->stats.dam < 0) 311 if (disease->stats.dam < 0)
456 dam = -dam; 312 dam = -dam;
313
457 new_symptom->stats.dam = dam; 314 new_symptom->stats.dam = dam;
458 } 315 }
459 316
460
461 new_symptom->stats.maxsp = disease->stats.maxsp; 317 new_symptom->stats.maxsp = disease->stats.maxsp;
462 new_symptom->stats.food = new_symptom->stats.maxgrace; 318 new_symptom->stats.food = new_symptom->stats.maxgrace;
463 319
464 new_symptom->name = new_symptom->name_pl = disease->name; 320 new_symptom->name = new_symptom->name_pl = disease->name;
465 321
466 new_symptom->level = disease->level; 322 new_symptom->level = disease->level;
467 new_symptom->speed = disease->speed;
468 new_symptom->value = 0; 323 new_symptom->value = 0;
324
325 new_symptom->set_speed (disease->speed);
469 326
470 for (int i = 0; i < NUM_STATS; ++i) 327 for (int i = 0; i < NUM_STATS; ++i)
471 new_symptom->stats.stat (i) = disease->stats.stat (i); 328 new_symptom->stats.stat (i) = disease->stats.stat (i);
472 329
473 new_symptom->stats.sp = disease->stats.sp; 330 new_symptom->stats.sp = disease->stats.sp;
477 new_symptom->stats.exp = 0; 334 new_symptom->stats.exp = 0;
478 new_symptom->stats.hp = disease->stats.hp; 335 new_symptom->stats.hp = disease->stats.hp;
479 new_symptom->msg = disease->msg; 336 new_symptom->msg = disease->msg;
480 new_symptom->attacktype = disease->attacktype; 337 new_symptom->attacktype = disease->attacktype;
481 new_symptom->other_arch = disease->other_arch; 338 new_symptom->other_arch = disease->other_arch;
339 new_symptom->skill = disease->skill;
482 340
341 new_symptom->move_block = 0;
342
343 victim->head_ ()->insert (new_symptom);
344
345 // set owner last, as insert clears owner
483 new_symptom->set_owner (disease->owner); 346 new_symptom->set_owner (disease->owner);
484 347
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; 348 return 1;
491 } 349 }
492 350
493 /* now deal with progressing diseases: we increase the debility 351 /* now deal with progressing diseases: we increase the debility
494 * caused by the symptoms. 352 * caused by the symptoms.
499 357
500 float scale = 1.f + symptom->value / 100.f; 358 float scale = 1.f + symptom->value / 100.f;
501 359
502 /* now rescale all the debilities */ 360 /* now rescale all the debilities */
503 for (int i = 0; i < NUM_STATS; ++i) 361 for (int i = 0; i < NUM_STATS; ++i)
504 symptom->stats.stat (i) = clamp (scale * disease->stats.stat (i), -MAX_STAT, MAX_STAT); 362 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
505 363
506 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024); 364 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
507 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); 365 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
508 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024); 366 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
509 symptom->last_sp = clamp (scale * disease->last_sp , -1024, 1024);
510 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024); 367 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
511 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024); 368 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
512 symptom->stats.exp = 0; 369 symptom->stats.exp = 0;
513 370 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
514 symptom->msg = disease->msg; 371 symptom->msg = disease->msg;
515 symptom->attacktype = disease->attacktype; 372 symptom->attacktype = disease->attacktype;
516 symptom->other_arch = disease->other_arch; 373 symptom->other_arch = disease->other_arch;
517 } 374 }
518 375
519 SET_FLAG (symptom, FLAG_APPLIED); 376 symptom->set_flag (FLAG_APPLIED);
520 victim->update_stats (); 377 victim->update_stats ();
521 378
522 return 1; 379 return 1;
523} 380}
524 381
525/* grants immunity to plagues we've seen before. */
526int 382int
527grant_immunity (object *disease) 383move_disease (object *disease)
528{ 384{
529 object *immunity; 385 /* First task is to determine if the disease is inside or outside of someone.
386 * If outside, we decrement 'value' until we're gone.
387 */
388
389 if (!disease->env)
390 { /* we're outside of someone */
391 if (disease->stats.maxhp > 0)
392 disease->value--;
393
394 if (!disease->value)
395 {
396 disease->destroy ();
397 return 1;
398 }
399 }
400 else
401 {
402 /* if we're inside a person, have the disease run its course */
403 /* negative/zero food denotes "perpetual" diseases. */
404 if (disease->stats.food > 0)
405 {
406 disease->stats.food--;
407
408 if (!disease->stats.food)
409 {
410 remove_symptoms (disease); /* remove the symptoms of this disease */
411 grant_immunity (disease);
412 disease->destroy ();
413 return 1;
414 }
415 }
416 }
417
418 /* check to see if we infect others */
419 check_infection (disease);
420
421 /* impose or modify the symptoms of the disease */
422 if (disease->env && is_susceptible_to_disease (disease->env, disease))
423 do_symptoms (disease);
424
425 return 0;
426}
427
428/* check to see if an object is infectable:
429 * objects with immunity aren't infectable.
430 * objects already infected aren't infectable.
431 * dead objects aren't infectable.
432 * undead objects are infectible only if specifically named.
433*/
434int
435infect_object (object *victim, object *disease, int force)
436{
530 object *walk; 437 object *tmp;
438 object *new_disease;
531 439
532 /* Don't give immunity to this disease if last_heal is set. */ 440 /* don't infect inanimate objects */
533 if (disease->last_heal) 441 if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER))
534 return 0; 442 return 0;
535 /* first, search for an immunity of the same name */ 443
536 for (walk = disease->env->inv; walk; walk = walk->below) 444 /* check and see if victim can catch disease: diseases
537 { 445 * are specific
538 if (walk->type == 98 && disease->name == walk->name) 446 */
539 { 447 if (!is_susceptible_to_disease (victim, disease))
540 walk->level = disease->level; 448 return 0;
541 return 1; /* just update the existing immunity. */ 449
542 } 450 /* roll the dice on infection before doing the inventory check! */
451 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
452 return 0;
453
454 /* do an immunity check */
455
456 /* There used to (IMO) be a flaw in the below - it used to be the case
457 * that if level check was done for both immunity and disease. This could
458 * result in a person with multiple afflictions of the same disease
459 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
460 * they were cast in that same order. Instead, change it so that
461 * if you diseased, you can't get diseased more.
462 */
463
464 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
465 if (tmp->name == disease->name && tmp->is_immunity () && tmp->level >= disease->level)
466 return 0; /* Immune! */
467 else if (tmp->type == DISEASE && tmp->name == disease->name)
468 return 0; /* already diseased */
469
470 /* If we've gotten this far, go ahead and infect the victim. */
471
472 new_disease = disease->clone ();
473
474 new_disease->stats.food = disease->stats.maxgrace;
475 new_disease->value = disease->stats.maxhp;
476 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
477
478 /* This appears to be a horrible case of overloading 'NO_PASS'
479 * for meaning in the diseases.
480 */
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
492 if (new_disease->owner && new_disease->owner->type == PLAYER)
543 } 493 {
544 immunity = get_archetype ("immunity"); 494 const char *buf;
545 immunity->name = disease->name; 495
546 immunity->level = disease->level; 496 /* if the disease has a title, it has a special infection message
547 immunity->move_block = 0; 497 * This messages is printed in the form MESSAGE victim
548 insert_ob_in_ob (immunity, disease->env); 498 */
499 if (new_disease->title)
500 buf = format ("%s %s!!", &disease->title, &victim->name);
501 else
502 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
503
504 if (victim->type == PLAYER)
505 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
506 else
507 new_draw_info (0, 4, new_disease->owner, buf);
508 }
509
510 if (victim->type == PLAYER)
511 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
512
549 return 1; 513 return 1;
550
551} 514}
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 */
684int 628static int
685reduce_symptoms (object *sufferer, int reduction) 629reduce_symptoms (object *sufferer, int reduction)
686{ 630{
687 object *walk; 631 object *walk;
688 int success = 0; 632 int success = 0;
689 633
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.");
707 651
708 return success; 652 return success;
709} 653}
654#endif

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