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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.33 by root, Tue Aug 7 23:40:27 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)
228 victim->update_stats (); 205 victim->update_stats ();
229 206
230 return 0; 207 return 0;
231} 208}
232 209
233/* argument is a disease */
234object *
235find_symptom (object *disease)
236{
237 object *walk;
238
239 /* check the inventory for symptoms */
240 for (walk = disease->env->inv; walk; walk = walk->below)
241 if (walk->name == disease->name && walk->type == SYMPTOM)
242 return walk;
243
244 return NULL;
245}
246
247/* searches around for more victims to infect */ 210/* searches around for more victims to infect */
248int 211static int
249check_infection (object *disease) 212check_infection (object *disease)
250{ 213{
251 int x, y, range, mflags;
252 maptile *map, *map2;
253 object *tmp;
254
255 range = abs (disease->magic); 214 int range = abs (disease->magic);
256 215
257 if (disease->env) 216 object *op = disease->outer_env_or_self ();
258 {
259 x = disease->env->x;
260 y = disease->env->y;
261 map = disease->env->map;
262 }
263 else
264 {
265 x = disease->x;
266 y = disease->y;
267 map = disease->map;
268 }
269 217
270 if (!map) 218 if (!op->is_on_map ())
271 return 0; 219 return 0;
272 220
273 for (int i = x - range; i <= x + range; i++) 221 dynbuf buf;
274 for (int j = y - range; j <= y + range; j++) 222 unordered_mapwalk (buf, op, -range, -range, range, range)
275 { 223 {
276 sint16 i2, j2; 224 mapspace &ms = m->at (nx, ny);
277 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
278 225
279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 226 if (ms.flags () & P_IS_ALIVE)
280 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) 227 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
281 infect_object (tmp, disease, 0); 228 infect_object (tmp, disease, 0);
282 } 229 }
283 230
284 return 1; 231 return 1;
285} 232}
286 233
287 234/* check if victim is susceptible to disease. */
288/* check to see if an object is infectable: 235static int
289 * objects with immunity aren't infectable. 236is_susceptible_to_disease (object *victim, object *disease)
290 * objects already infected aren't infectable.
291 * dead objects aren't infectable.
292 * undead objects are infectible only if specifically named.
293*/
294int
295infect_object (object *victim, object *disease, int force)
296{ 237{
297 object *tmp; 238 if (!victim->flag [FLAG_ALIVE])
298 object *new_disease;
299
300 /* don't infect inanimate objects */
301 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
302 return 0; 239 return 0;
303 240
304 /* check and see if victim can catch disease: diseases 241 if (victim->flag [FLAG_WIZ])
305 * are specific
306 */
307 if (!is_susceptible_to_disease (victim, disease))
308 return 0; 242 return 0;
309 243
310 /* roll the dice on infection before doing the inventory check! */ 244 if (disease->race.contains ("*") && !victim->flag [FLAG_UNDEAD])
311 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
312 return 0; 245 return 1;
313 246
314 /* do an immunity check */ 247 if ((disease->race == shstr_undead) && victim->flag [FLAG_UNDEAD])
315 if (victim->head)
316 tmp = victim->head->inv;
317 else
318 tmp = victim->inv;
319
320 /* There used to (IMO) be a flaw in the below - it used to be the case
321 * that if level check was done for both immunity and disease. This could
322 * result in a person with multiple afflictions of the same disease
323 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
324 * they were cast in that same order. Instead, change it so that
325 * if you diseased, you can't get diseased more.
326 */
327
328 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
329 {
330 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
331 return 0; /* Immune! */
332 else if (tmp->type == DISEASE && tmp->name == disease->name)
333 return 0; /* already diseased */
334 }
335
336 /* If we've gotten this far, go ahead and infect the victim. */
337 new_disease = disease->clone ();
338 new_disease->stats.food = disease->stats.maxgrace;
339 new_disease->value = disease->stats.maxhp;
340 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
341
342 /* Unfortunately, set_owner does the wrong thing to the skills pointers
343 * resulting in exp going into the owners *current* chosen skill.
344 */
345
346 if (disease->owner)
347 {
348 new_disease->set_owner (disease->owner);
349
350 /* Only need to update skill if different */
351 if (new_disease->skill != disease->skill)
352 new_disease->skill = disease->skill;
353 }
354 else
355 { /* for diseases which are passed by hitting, set owner and praying skill */
356 if (disease->env && disease->env->type == PLAYER)
357 {
358 object *player = disease->env;
359
360 new_disease->set_owner (player);
361
362 /* the skill pointer for these diseases should already be set up -
363 * hardcoding in 'praying' is not the right approach.
364 */
365 }
366 }
367
368 insert_ob_in_ob (new_disease, victim->head_ ());
369 /* This appears to be a horrible case of overloading 'NO_PASS'
370 * for meaning in the diseases.
371 */
372 new_disease->move_block = 0;
373 if (new_disease->owner && new_disease->owner->type == PLAYER)
374 {
375 char buf[128];
376
377 /* if the disease has a title, it has a special infection message
378 * This messages is printed in the form MESSAGE victim
379 */
380 if (new_disease->title)
381 sprintf (buf, "%s %s!!", &disease->title, &victim->name);
382 else
383 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name);
384
385 if (victim->type == PLAYER)
386 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
387 else
388 new_draw_info (0, 4, new_disease->owner, buf);
389 }
390
391 if (victim->type == PLAYER)
392 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
393
394 return 1; 248 return 1;
395 249
250 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
251 return 1;
252
253 return 0;
396} 254}
397 255
398/* this function monitors the symptoms caused by the disease (if any), 256/* this function monitors the symptoms caused by the disease (if any),
399causes symptoms, and modifies existing symptoms in the case of 257causes symptoms, and modifies existing symptoms in the case of
400existing diseases. */ 258existing diseases. */
401int 259static int
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;
423 281
424 symptom = find_symptom (disease); 282 symptom = find_symptom (disease);
425 if (!symptom) 283 if (!symptom)
426 { 284 {
427 /* no symptom? need to generate one! */ 285 /* no symptom? need to generate one! */
428 object *new_symptom;
429 286
430 /* 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! */
431 if (!is_susceptible_to_disease (victim, disease)) 288 if (!is_susceptible_to_disease (victim, disease))
432 return 0; 289 return 0;
433 290
434 /* check for an actual immunity */ 291 /* check for an actual immunity */
435 /* do an immunity check */ 292 /* do an immunity check */
436 if (victim->head) 293 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
437 tmp = victim->head->inv; 294 if (tmp->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */
438 else 295 if (tmp->level >= disease->level)
439 tmp = victim->inv;
440
441 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
442 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
443 if (tmp->name == disease->name && tmp->level >= disease->level)
444 return 0; /*Immune! */ 296 return 0; /* Immune! */
445 297
446 new_symptom = get_archetype ("symptom"); 298 object *new_symptom = archetype::get (shstr_symptom);
447 299
448 /* Something special done with dam. We want diseases to be more 300 /* Something special done with dam. We want diseases to be more
449 * 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
450 * do random, note, this has a weird effect with progressive diseases. 302 * do random, note, this has a weird effect with progressive diseases.
451 */ 303 */
452 if (disease->stats.dam != 0) 304 if (disease->stats.dam)
453 { 305 {
454 int dam = disease->stats.dam; 306 int dam = disease->stats.dam;
455 307
456 /* reduce the damage, on average, 50%, and making things random. */ 308 /* reduce the damage, on average, 50%, and making things random. */
457 309
466 new_symptom->stats.food = new_symptom->stats.maxgrace; 318 new_symptom->stats.food = new_symptom->stats.maxgrace;
467 319
468 new_symptom->name = new_symptom->name_pl = disease->name; 320 new_symptom->name = new_symptom->name_pl = disease->name;
469 321
470 new_symptom->level = disease->level; 322 new_symptom->level = disease->level;
471 new_symptom->speed = disease->speed;
472 new_symptom->value = 0; 323 new_symptom->value = 0;
324
325 new_symptom->set_speed (disease->speed);
473 326
474 for (int i = 0; i < NUM_STATS; ++i) 327 for (int i = 0; i < NUM_STATS; ++i)
475 new_symptom->stats.stat (i) = disease->stats.stat (i); 328 new_symptom->stats.stat (i) = disease->stats.stat (i);
476 329
477 new_symptom->stats.sp = disease->stats.sp; 330 new_symptom->stats.sp = disease->stats.sp;
481 new_symptom->stats.exp = 0; 334 new_symptom->stats.exp = 0;
482 new_symptom->stats.hp = disease->stats.hp; 335 new_symptom->stats.hp = disease->stats.hp;
483 new_symptom->msg = disease->msg; 336 new_symptom->msg = disease->msg;
484 new_symptom->attacktype = disease->attacktype; 337 new_symptom->attacktype = disease->attacktype;
485 new_symptom->other_arch = disease->other_arch; 338 new_symptom->other_arch = disease->other_arch;
339 new_symptom->skill = disease->skill;
486 340
341 new_symptom->move_block = 0;
342
343 victim->head_ ()->insert (new_symptom);
344
345 // set owner last, as insert clears owner
487 new_symptom->set_owner (disease->owner); 346 new_symptom->set_owner (disease->owner);
488 347
489 if (new_symptom->skill != disease->skill)
490 new_symptom->skill = disease->skill;
491
492 new_symptom->move_block = 0;
493 insert_ob_in_ob (new_symptom, victim);
494 return 1; 348 return 1;
495 } 349 }
496 350
497 /* now deal with progressing diseases: we increase the debility 351 /* now deal with progressing diseases: we increase the debility
498 * caused by the symptoms. 352 * caused by the symptoms.
517 symptom->msg = disease->msg; 371 symptom->msg = disease->msg;
518 symptom->attacktype = disease->attacktype; 372 symptom->attacktype = disease->attacktype;
519 symptom->other_arch = disease->other_arch; 373 symptom->other_arch = disease->other_arch;
520 } 374 }
521 375
522 SET_FLAG (symptom, FLAG_APPLIED); 376 symptom->set_flag (FLAG_APPLIED);
523 victim->update_stats (); 377 victim->update_stats ();
524 378
525 return 1; 379 return 1;
526} 380}
527 381
528/* grants immunity to plagues we've seen before. */
529int 382int
530grant_immunity (object *disease) 383move_disease (object *disease)
531{ 384{
532 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{
533 object *walk; 437 object *tmp;
438 object *new_disease;
534 439
535 /* Don't give immunity to this disease if last_heal is set. */ 440 /* don't infect inanimate objects */
536 if (disease->last_heal) 441 if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER))
537 return 0; 442 return 0;
538 /* first, search for an immunity of the same name */ 443
539 for (walk = disease->env->inv; walk; walk = walk->below) 444 /* check and see if victim can catch disease: diseases
540 { 445 * are specific
541 if (walk->type == 98 && disease->name == walk->name) 446 */
542 { 447 if (!is_susceptible_to_disease (victim, disease))
543 walk->level = disease->level; 448 return 0;
544 return 1; /* just update the existing immunity. */ 449
545 } 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)
546 } 493 {
547 immunity = get_archetype ("immunity"); 494 const char *buf;
548 immunity->name = disease->name; 495
549 immunity->level = disease->level; 496 /* if the disease has a title, it has a special infection message
550 immunity->move_block = 0; 497 * This messages is printed in the form MESSAGE victim
551 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
552 return 1; 513 return 1;
553
554} 514}
555
556 515
557/* make the symptom do the nasty things it does */ 516/* make the symptom do the nasty things it does */
558
559int 517int
560move_symptom (object *symptom) 518move_symptom (object *symptom)
561{ 519{
562 object *victim = symptom->env; 520 object *victim = symptom->env;
563 object *new_ob;
564 int sp_reduce;
565 521
566 if (victim == NULL || victim->map == NULL) 522 if (!victim || !victim->map)
567 { /* outside a monster/player, die immediately */ 523 { /* outside a monster/player, die immediately */
568 symptom->destroy (); 524 symptom->destroy ();
569 return 0; 525 return 0;
570 } 526 }
571
572 if (symptom->stats.dam > 0)
573 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
574 else
575 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
576
577 if (symptom->stats.maxsp > 0)
578 sp_reduce = symptom->stats.maxsp;
579 else
580 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
581 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
582 527
583 /* create the symptom "other arch" object and drop it here 528 /* create the symptom "other arch" object and drop it here
584 * under every part of the monster 529 * under every part of the monster
585 * The victim may well have died. 530 * The victim may well have died.
586 */ 531 */
587
588 if (victim->map == NULL) 532 if (victim->map)
589 return 0; 533 {
534 victim->play_sound (symptom->sound);
535
590 if (symptom->other_arch) 536 if (symptom->other_arch)
591 { 537 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
592 object *tmp;
593
594 tmp = victim;
595 if (tmp->head != NULL)
596 tmp = tmp->head;
597 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
598 { 538 {
599 new_ob = arch_to_object (symptom->other_arch); 539 object *new_ob = symptom->other_arch->instance ();
600 new_ob->x = tmp->x; 540 new_ob->x = tmp->x;
601 new_ob->y = tmp->y; 541 new_ob->y = tmp->y;
602 new_ob->map = victim->map; 542 new_ob->map = victim->map;
603 insert_ob_in_map (new_ob, victim->map, victim, 0); 543 insert_ob_in_map (new_ob, victim->map, victim, 0);
604 } 544 }
605 } 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
606 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 561 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
607 562
608 return 1; 563 return 1;
609} 564}
610 565
619 infect_object (victim, disease, 0); 574 infect_object (victim, disease, 0);
620 575
621 return 1; 576 return 1;
622} 577}
623 578
624// find a disease in someone
625object *
626find_disease (object *victim)
627{
628 for (object *disease = victim->inv; disease; disease = disease->below)
629 if (disease->type == DISEASE)
630 return disease;
631
632 return 0;
633}
634
635/* do the cure disease stuff, from the spell "cure disease" */ 579/* do the cure disease stuff, from the spell "cure disease" */
636int 580int
637cure_disease (object *sufferer, object *caster) 581cure_disease (object *sufferer, object *caster, object *spell)
638{ 582{
639 object *disease, *next; 583 object *disease, *next;
640 int casting_level;
641 int cure = 0; 584 int cure = 0;
642 585
643 if (caster)
644 casting_level = caster->level;
645 else
646 casting_level = 1000; /* if null caster, CURE all. */ 586 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
647 587
648 for (disease = sufferer->inv; disease; disease = next) 588 for (disease = sufferer->inv; disease; disease = next)
649 { 589 {
650 next = disease->below; 590 next = disease->below;
651 591
659 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))))
660 { 600 {
661 remove_symptoms (disease); 601 remove_symptoms (disease);
662 cure = 1; 602 cure = 1;
663 603
664 if (caster) 604 if (caster && spell)
665 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);
666 606
667 disease->destroy (); 607 disease->destroy ();
668 } 608 }
669 } 609 }
670 } 610 }
679 } 619 }
680 620
681 return 1; 621 return 1;
682} 622}
683 623
624#if 0 // unused, but seems interesting
684/* reduces disease progression: reduce_symptoms 625/* reduces disease progression: reduce_symptoms
685 * return true if we actually reduce a disease. 626 * return true if we actually reduce a disease.
686 */ 627 */
687int 628static int
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
708 if (success) 649 if (success)
709 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.");
710 651
711 return success; 652 return success;
712} 653}
654#endif

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