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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.4 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.68 by root, Sun May 1 16:58:17 2011 UTC

1
2/* 1/*
3 * static char *rcsid_disease_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: disease.C,v 1.4 2006/09/10 15:59:57 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
5 */ 23 */
6 24
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail to crossfire-devel@real-time.com
28*/
29
30/* This file contains all the code implementing diseases, 25/* This file contains all the code implementing diseases,
31 except for odds and ends in attack.c and in 26 * except for odds and ends in attack.c and in
32 living.c*/ 27 * living.c
33 28 */
34
35 29
36/* 30/*
37 31
38For DISEASES: 32For DISEASES:
39Stat Property Definition 33Stat Property Definition
51dam^ Damage How much damage it does (%?). 45dam^ Damage How much damage it does (%?).
52maxgrace+ Duration How long before the disease is naturally cured. 46maxgrace+ Duration How long before the disease is naturally cured.
53food DurCount Counter for Duration 47food DurCount Counter for Duration
54 48
55speed Speed How often the disease moves. 49speed Speed How often the disease moves.
56last_sp^ Lethargy Percentage of max speed--10 = 10% speed. 50last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
57 51
58maxsp^ Mana deplete Saps mana. 52maxsp^ Mana deplete Saps mana.
59ac^ Progressiveness How the diseases increases in severity. 53ac^ Progressiveness How the diseases increases in severity.
60last_eat*^ Deplete food saps food if negative 54last_eat*^ Deplete food saps food if negative
61last_heal GrantImmunity If nonzero, disease does NOT grant immunity 55last_heal GrantImmunity If nonzero, disease does NOT grant immunity
132 126
133 127
134#include <global.h> 128#include <global.h>
135#include <object.h> 129#include <object.h>
136#include <living.h> 130#include <living.h>
137#ifndef __CEXTRACT__
138# include <sproto.h> 131#include <sproto.h>
139#endif
140#include <spells.h> 132#include <spells.h>
141#include <sounds.h> 133#include <sounds.h>
142#include <skills.h> 134#include <skills.h>
143 135
144/* IMPLEMENTATION NOTES 136/* IMPLEMENTATION NOTES
146 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
147inventory. They themselves do nothing, except modify Symptoms, or 139inventory. They themselves do nothing, except modify Symptoms, or
148spread to other live objects. Symptoms are what actually damage the player: 140spread to other live objects. Symptoms are what actually damage the player:
149these are their own object. */ 141these are their own object. */
150 142
151/* check if victim is susceptible to disease. */ 143/* grants immunity to plagues we've seen before. */
152static int 144static int
153is_susceptible_to_disease (object *victim, object *disease) 145grant_immunity (object *disease)
154{ 146{
155 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)
156 return 0; 152 return 0;
157 153
158 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
159 return 1; 170 return 1;
171}
160 172
161 if ((disease->race == undead_name) && 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)
162 return 1; 180 return walk;
163 181
164 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
165 return 1;
166
167 return 0; 182 return NULL;
168}
169
170int
171move_disease (object *disease)
172{
173 /* first task is to determine if the disease is inside or outside of someone.
174 * If outside, we decrement 'value' until we're gone.
175 */
176
177 if (disease->env == NULL)
178 { /* we're outside of someone */
179 if (disease->stats.maxhp > 0)
180 disease->value--;
181 if (disease->value == 0)
182 {
183 remove_ob (disease);
184 free_object (disease);
185 return 1;
186 }
187 }
188 else
189 {
190 /* if we're inside a person, have the disease run its course */
191 /* negative foods denote "perpetual" diseases. */
192 if (disease->stats.food > 0)
193 {
194 disease->stats.food--;
195 if (disease->stats.food == 0)
196 {
197 remove_symptoms (disease); /* remove the symptoms of this disease */
198 grant_immunity (disease);
199 remove_ob (disease);
200 free_object (disease);
201 return 1;
202 }
203 }
204 }
205 /* check to see if we infect others */
206 check_infection (disease);
207
208 /* impose or modify the symptoms of the disease */
209 if (disease->env && is_susceptible_to_disease (disease->env, disease))
210 do_symptoms (disease);
211
212 return 0;
213} 183}
214 184
215/* remove any symptoms of disease 185/* remove any symptoms of disease
216 * 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
217 * player may have - I think through some odd interactoins with 187 * player may have - I think through some odd interactoins with
218 * disease level and player level and whatnot, a player could get 188 * disease level and player level and whatnot, a player could get
219 * more than one symtpom to a disease. 189 * more than one symtpom to a disease.
220 */ 190 */
221 191static int
222int
223remove_symptoms (object *disease) 192remove_symptoms (object *disease)
224{ 193{
225 object *symptom, *victim = NULL; 194 object *symptom, *victim = NULL;
226 195
227 while ((symptom = find_symptom (disease)) != NULL) 196 while ((symptom = find_symptom (disease)) != NULL)
228 { 197 {
229 if (!victim) 198 if (!victim)
230 victim = symptom->env; 199 victim = symptom->env;
231 remove_ob (symptom); 200
232 free_object (symptom); 201 symptom->destroy ();
233 } 202 }
203
234 if (victim) 204 if (victim)
235 fix_player (victim); 205 victim->update_stats ();
206
236 return 0; 207 return 0;
237} 208}
238 209
239/* argument is a disease */
240object *
241find_symptom (object *disease)
242{
243 object *walk;
244
245 /* check the inventory for symptoms */
246 for (walk = disease->env->inv; walk; walk = walk->below)
247 if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM)
248 return walk;
249 return NULL;
250}
251
252/* searches around for more victims to infect */ 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
234/* check if victim is susceptible to disease. */
235static int
236is_susceptible_to_disease (object *victim, object *disease)
237{
238 if (!victim->flag [FLAG_ALIVE])
239 return 0;
240
241 if (victim->flag [FLAG_WIZ])
242 return 0;
243
244 if (disease->race.contains ("*") && !victim->flag [FLAG_UNDEAD])
245 return 1;
246
247 if ((disease->race == shstr_undead) && victim->flag [FLAG_UNDEAD])
248 return 1;
249
250 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
251 return 1;
252
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;
380}
381
253int 382int
254check_infection (object *disease) 383move_disease (object *disease)
255{ 384{
256 int x, y, range, mflags; 385 /* First task is to determine if the disease is inside or outside of someone.
257 mapstruct *map, *map2; 386 * If outside, we decrement 'value' until we're gone.
258 object *tmp; 387 */
259 sint16 i, j, i2, j2;
260 388
261 range = abs (disease->magic);
262 if (disease->env) 389 if (!disease->env)
263 { 390 { /* we're outside of someone */
264 x = disease->env->x; 391 if (disease->stats.maxhp > 0)
265 y = disease->env->y; 392 disease->value--;
266 map = disease->env->map; 393
394 if (!disease->value)
395 {
396 disease->destroy ();
397 return 1;
398 }
267 } 399 }
268 else 400 else
269 { 401 {
270 x = disease->x; 402 /* if we're inside a person, have the disease run its course */
271 y = disease->y; 403 /* negative/zero food denotes "perpetual" diseases. */
272 map = disease->map; 404 if (disease->stats.food > 0)
273 }
274
275 if (map == NULL)
276 return 0;
277 for (i = x - range; i <= x + range; i++)
278 {
279 for (j = y - range; j <= y + range; j++)
280 { 405 {
281 mflags = get_map_flags (map, &map2, i, j, &i2, &j2); 406 disease->stats.food--;
282 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 407
408 if (!disease->stats.food)
283 { 409 {
284 for (tmp = get_map_ob (map2, i2, j2); tmp; tmp = tmp->above) 410 remove_symptoms (disease); /* remove the symptoms of this disease */
285 { 411 grant_immunity (disease);
286 infect_object (tmp, disease, 0); 412 disease->destroy ();
287 } 413 return 1;
288 } 414 }
289 } 415 }
290 } 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
291 return 1; 425 return 0;
292} 426}
293
294 427
295/* check to see if an object is infectable: 428/* check to see if an object is infectable:
296 * objects with immunity aren't infectable. 429 * objects with immunity aren't infectable.
297 * objects already infected aren't infectable. 430 * objects already infected aren't infectable.
298 * dead objects aren't infectable. 431 * dead objects aren't infectable.
303{ 436{
304 object *tmp; 437 object *tmp;
305 object *new_disease; 438 object *new_disease;
306 439
307 /* don't infect inanimate objects */ 440 /* don't infect inanimate objects */
308 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) 441 if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER))
309 return 0; 442 return 0;
310 443
311 /* check and see if victim can catch disease: diseases 444 /* check and see if victim can catch disease: diseases
312 * are specific 445 * are specific
313 */ 446 */
317 /* roll the dice on infection before doing the inventory check! */ 450 /* roll the dice on infection before doing the inventory check! */
318 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))
319 return 0; 452 return 0;
320 453
321 /* do an immunity check */ 454 /* do an immunity check */
322 if (victim->head)
323 tmp = victim->head->inv;
324 else
325 tmp = victim->inv;
326 455
327 /* 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
328 * 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
329 * result in a person with multiple afflictions of the same disease 458 * result in a person with multiple afflictions of the same disease
330 * (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
331 * 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
332 * if you diseased, you can't get diseased more. 461 * if you diseased, you can't get diseased more.
333 */ 462 */
334 463
335 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 464 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
336 { 465 if (tmp->name == disease->name && tmp->is_immunity () && tmp->level >= disease->level)
337 if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level)
338 return 0; /*Immune! */ 466 return 0; /* Immune! */
339 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) 467 else if (tmp->type == DISEASE && tmp->name == disease->name)
340 return 0; /* already diseased */ 468 return 0; /* already diseased */
341 }
342 469
343 /* 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. */
344 new_disease = get_object (); 471
345 copy_object (disease, new_disease); 472 new_disease = disease->clone ();
473
346 new_disease->stats.food = disease->stats.maxgrace; 474 new_disease->stats.food = disease->stats.maxgrace;
347 new_disease->value = disease->stats.maxhp; 475 new_disease->value = disease->stats.maxhp;
348 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 476 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
349 477
350 /* Unfortunately, set_owner does the wrong thing to the skills pointers
351 * resulting in exp going into the owners *current* chosen skill.
352 */
353
354 if (get_owner (disease))
355 {
356 set_owner (new_disease, disease->owner);
357
358 /* Only need to update skill if different */
359 if (new_disease->skill != disease->skill)
360 new_disease->skill = disease->skill;
361 }
362 else
363 { /* for diseases which are passed by hitting, set owner and praying skill */
364 if (disease->env && disease->env->type == PLAYER)
365 {
366 object *player = disease->env;
367
368 set_owner (new_disease, player);
369
370 /* the skill pointer for these diseases should already be set up -
371 * hardcoding in 'praying' is not the right approach.
372 */
373 }
374 }
375
376 insert_ob_in_ob (new_disease, victim);
377 /* This appears to be a horrible case of overloading 'NO_PASS' 478 /* This appears to be a horrible case of overloading 'NO_PASS'
378 * for meaning in the diseases. 479 * for meaning in the diseases.
379 */ 480 */
380 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
381 if (new_disease->owner && new_disease->owner->type == PLAYER) 492 if (new_disease->owner && new_disease->owner->type == PLAYER)
382 { 493 {
383 char buf[128]; 494 const char *buf;
384 495
385 /* 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
386 * This messages is printed in the form MESSAGE victim 497 * This messages is printed in the form MESSAGE victim
387 */ 498 */
388 if (new_disease->title) 499 if (new_disease->title)
389 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 500 buf = format ("%s %s!!", &disease->title, &victim->name);
390 else 501 else
391 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);
392 503
393 if (victim->type == PLAYER) 504 if (victim->type == PLAYER)
394 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);
395 else 506 else
396 new_draw_info (0, 4, new_disease->owner, buf); 507 new_draw_info (0, 4, new_disease->owner, buf);
397 } 508 }
509
398 if (victim->type == PLAYER) 510 if (victim->type == PLAYER)
399 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.");
400 512
401 return 1; 513 return 1;
402
403} 514}
404
405
406
407/* this function monitors the symptoms caused by the disease (if any),
408causes symptoms, and modifies existing symptoms in the case of
409existing diseases. */
410
411int
412do_symptoms (object *disease)
413{
414 object *symptom;
415 object *victim;
416 object *tmp;
417
418 victim = disease->env;
419
420 /* This is a quick hack - for whatever reason, disease->env will point
421 * back to disease, causing endless loops. Why this happens really needs
422 * to be found, but this should at least prevent the infinite loops.
423 */
424
425 if (victim == NULL || victim == disease)
426 return 0; /* no-one to inflict symptoms on */
427
428 symptom = find_symptom (disease);
429 if (symptom == NULL)
430 {
431 /* no symptom? need to generate one! */
432 object *new_symptom;
433
434 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
435 if (!is_susceptible_to_disease (victim, disease))
436 return 0;
437
438 /* check for an actual immunity */
439 /* do an immunity check */
440 if (victim->head)
441 tmp = victim->head->inv;
442 else
443 tmp = victim->inv;
444
445 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below)
446 {
447 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
448 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level)
449 return 0; /*Immune! */
450 }
451
452 new_symptom = get_archetype (ARCH_SYMPTOM);
453
454 /* Something special done with dam. We want diseases to be more
455 * random in what they'll kill, so we'll make the damage they
456 * do random, note, this has a weird effect with progressive diseases.
457 */
458 if (disease->stats.dam != 0)
459 {
460 int dam = disease->stats.dam;
461
462 /* reduce the damage, on average, 50%, and making things random. */
463
464 dam = random_roll (1, FABS (dam), victim, PREFER_LOW);
465 if (disease->stats.dam < 0)
466 dam = -dam;
467 new_symptom->stats.dam = dam;
468 }
469
470
471 new_symptom->stats.maxsp = disease->stats.maxsp;
472 new_symptom->stats.food = new_symptom->stats.maxgrace;
473
474 new_symptom->name = new_symptom->name_pl = disease->name;
475
476 new_symptom->level = disease->level;
477 new_symptom->speed = disease->speed;
478 new_symptom->value = 0;
479 new_symptom->stats.Str = disease->stats.Str;
480 new_symptom->stats.Dex = disease->stats.Dex;
481 new_symptom->stats.Con = disease->stats.Con;
482 new_symptom->stats.Wis = disease->stats.Wis;
483 new_symptom->stats.Int = disease->stats.Int;
484 new_symptom->stats.Pow = disease->stats.Pow;
485 new_symptom->stats.Cha = disease->stats.Cha;
486 new_symptom->stats.sp = disease->stats.sp;
487 new_symptom->stats.food = disease->last_eat;
488 new_symptom->stats.maxsp = disease->stats.maxsp;
489 new_symptom->last_sp = disease->last_sp;
490 new_symptom->stats.exp = 0;
491 new_symptom->stats.hp = disease->stats.hp;
492 new_symptom->msg = disease->msg;
493 new_symptom->attacktype = disease->attacktype;
494 new_symptom->other_arch = disease->other_arch;
495
496 set_owner (new_symptom, disease->owner);
497
498 if (new_symptom->skill != disease->skill)
499 new_symptom->skill = disease->skill;
500
501 new_symptom->move_block = 0;
502 insert_ob_in_ob (new_symptom, victim);
503 return 1;
504 }
505
506 /* now deal with progressing diseases: we increase the debility
507 * caused by the symptoms.
508 */
509
510 if (disease->stats.ac != 0)
511 {
512 float scale;
513
514 symptom->value += disease->stats.ac;
515 scale = 1.0 + symptom->value / 100.0;
516 /* now rescale all the debilities */
517 symptom->stats.Str = (int) (scale * disease->stats.Str);
518 symptom->stats.Dex = (int) (scale * disease->stats.Dex);
519 symptom->stats.Con = (int) (scale * disease->stats.Con);
520 symptom->stats.Wis = (int) (scale * disease->stats.Wis);
521 symptom->stats.Int = (int) (scale * disease->stats.Int);
522 symptom->stats.Pow = (int) (scale * disease->stats.Pow);
523 symptom->stats.Cha = (int) (scale * disease->stats.Cha);
524 symptom->stats.dam = (int) (scale * disease->stats.dam);
525 symptom->stats.sp = (int) (scale * disease->stats.sp);
526 symptom->stats.food = (int) (scale * disease->last_eat);
527 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp);
528 symptom->last_sp = (int) (scale * disease->last_sp);
529 symptom->stats.exp = 0;
530 symptom->stats.hp = (int) (scale * disease->stats.hp);
531 symptom->msg = disease->msg;
532 symptom->attacktype = disease->attacktype;
533 symptom->other_arch = disease->other_arch;
534 }
535 SET_FLAG (symptom, FLAG_APPLIED);
536 fix_player (victim);
537 return 1;
538}
539
540
541/* grants immunity to plagues we've seen before. */
542int
543grant_immunity (object *disease)
544{
545 object *immunity;
546 object *walk;
547
548 /* Don't give immunity to this disease if last_heal is set. */
549 if (disease->last_heal)
550 return 0;
551 /* first, search for an immunity of the same name */
552 for (walk = disease->env->inv; walk; walk = walk->below)
553 {
554 if (walk->type == 98 && !strcmp (disease->name, walk->name))
555 {
556 walk->level = disease->level;
557 return 1; /* just update the existing immunity. */
558 }
559 }
560 immunity = get_archetype ("immunity");
561 immunity->name = disease->name;
562 immunity->level = disease->level;
563 immunity->move_block = 0;
564 insert_ob_in_ob (immunity, disease->env);
565 return 1;
566
567}
568
569 515
570/* make the symptom do the nasty things it does */ 516/* make the symptom do the nasty things it does */
571
572int 517int
573move_symptom (object *symptom) 518move_symptom (object *symptom)
574{ 519{
575 object *victim = symptom->env; 520 object *victim = symptom->env;
576 object *new_ob;
577 int sp_reduce;
578 521
579 if (victim == NULL || victim->map == NULL) 522 if (!victim || !victim->map)
580 { /* outside a monster/player, die immediately */ 523 { /* outside a monster/player, die immediately */
581 remove_ob (symptom); 524 symptom->destroy ();
582 free_object (symptom);
583 return 0; 525 return 0;
584 } 526 }
585
586 if (symptom->stats.dam > 0)
587 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
588 else
589 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
590
591 if (symptom->stats.maxsp > 0)
592 sp_reduce = symptom->stats.maxsp;
593 else
594 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
595 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
596 527
597 /* create the symptom "other arch" object and drop it here 528 /* create the symptom "other arch" object and drop it here
598 * under every part of the monster 529 * under every part of the monster
599 * The victim may well have died. 530 * The victim may well have died.
600 */ 531 */
601
602 if (victim->map == NULL) 532 if (victim->map)
603 return 0; 533 {
534 victim->play_sound (symptom->sound);
535
604 if (symptom->other_arch) 536 if (symptom->other_arch)
605 { 537 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
606 object *tmp;
607
608 tmp = victim;
609 if (tmp->head != NULL)
610 tmp = tmp->head;
611 for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more)
612 { 538 {
613 new_ob = arch_to_object (symptom->other_arch); 539 object *new_ob = symptom->other_arch->instance ();
614 new_ob->x = tmp->x; 540 new_ob->x = tmp->x;
615 new_ob->y = tmp->y; 541 new_ob->y = tmp->y;
616 new_ob->map = victim->map; 542 new_ob->map = victim->map;
617 insert_ob_in_map (new_ob, victim->map, victim, 0); 543 insert_ob_in_map (new_ob, victim->map, victim, 0);
618 } 544 }
619 } 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
620 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 561 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
621 562
622 return 1; 563 return 1;
623} 564}
624 565
625
626/* possibly infect due to direct physical contact 566/* possibly infect due to direct physical contact
627 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 567 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
628
629int 568int
630check_physically_infect (object *victim, object *hitter) 569check_physically_infect (object *victim, object *hitter)
631{ 570{
632 object *walk;
633
634 /* search for diseases, give every disease a chance to infect */ 571 /* search for diseases, give every disease a chance to infect */
635 for (walk = hitter->inv; walk != NULL; walk = walk->below) 572 for (object *disease = hitter->inv; disease; disease = disease->below)
636 if (walk->type == DISEASE) 573 if (disease->type == DISEASE)
637 infect_object (victim, walk, 0); 574 infect_object (victim, disease, 0);
575
638 return 1; 576 return 1;
639} 577}
640 578
641/* find a disease in someone*/
642object *
643find_disease (object *victim)
644{
645 object *walk;
646
647 for (walk = victim->inv; walk; walk = walk->below)
648 if (walk->type == DISEASE)
649 return walk;
650 return NULL;
651}
652
653/* do the cure disease stuff, from the spell "cure disease" */ 579/* do the cure disease stuff, from the spell "cure disease" */
654
655int 580int
656cure_disease (object *sufferer, object *caster) 581cure_disease (object *sufferer, object *caster, object *spell)
657{ 582{
658 object *disease, *next; 583 object *disease, *next;
659 int casting_level;
660 int cure = 0; 584 int cure = 0;
661 585
662 if (caster)
663 casting_level = caster->level;
664 else
665 casting_level = 1000; /* if null caster, CURE all. */ 586 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
666 587
667 for (disease = sufferer->inv; disease; disease = next) 588 for (disease = sufferer->inv; disease; disease = next)
668 { 589 {
669 next = disease->below; 590 next = disease->below;
670 591
671 if (disease->type == DISEASE) 592 if (disease->type == DISEASE)
672 { /* attempt to cure this disease */ 593 { /* attempt to cure this disease */
673 /* If caster lvel is higher than disease level, cure chance 594 /* If caster level is higher than disease level, cure chance
674 * is automatic. If lower, then the chance is basically 595 * is automatic. If lower, then the chance is basically
675 * 1 in level_diff - if there is a 5 level difference, chance 596 * 1 in level_diff - if there is a 5 level difference, chance
676 * is 1 in 5. 597 * is 1 in 5.
677 */ 598 */
678 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))))
679 { 600 {
680
681 remove_symptoms (disease); 601 remove_symptoms (disease);
682 remove_ob (disease);
683 cure = 1; 602 cure = 1;
603
684 if (caster) 604 if (caster && spell)
685 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);
686 free_object (disease); 606
607 disease->destroy ();
687 } 608 }
688 } 609 }
689 } 610 }
611
690 if (cure) 612 if (cure)
691 { 613 {
692 /* Only draw these messages once */ 614 /* Only draw these messages once */
693 if (caster) 615 if (caster)
694 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); 616 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
617
695 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); 618 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
696 } 619 }
620
697 return 1; 621 return 1;
698} 622}
699 623
624#if 0 // unused, but seems interesting
700/* reduces disease progression: reduce_symptoms 625/* reduces disease progression: reduce_symptoms
701 * return true if we actually reduce a disease. 626 * return true if we actually reduce a disease.
702 */ 627 */
703 628static int
704int
705reduce_symptoms (object *sufferer, int reduction) 629reduce_symptoms (object *sufferer, int reduction)
706{ 630{
707 object *walk; 631 object *walk;
708 int success = 0; 632 int success = 0;
709 633
712 if (walk->type == SYMPTOM) 636 if (walk->type == SYMPTOM)
713 { 637 {
714 if (walk->value > 0) 638 if (walk->value > 0)
715 { 639 {
716 success = 1; 640 success = 1;
717 walk->value = MAX (0, walk->value - 2 * reduction); 641 walk->value = max (0, walk->value - 2 * reduction);
718 /* give the disease time to modify this symptom, 642 /* give the disease time to modify this symptom,
719 * and reduce its severity. */ 643 * and reduce its severity. */
720 walk->speed_left = 0; 644 walk->speed_left = 0;
721 } 645 }
722 } 646 }
723 } 647 }
648
724 if (success) 649 if (success)
725 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
726 return success; 652 return success;
727} 653}
654#endif

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