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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.5 by root, Thu Sep 14 22:34:04 2006 UTC vs.
Revision 1.68 by root, Sun May 1 16:58:17 2011 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 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
27 28 */
28
29 29
30/* 30/*
31 31
32For DISEASES: 32For DISEASES:
33Stat Property Definition 33Stat Property Definition
45dam^ Damage How much damage it does (%?). 45dam^ Damage How much damage it does (%?).
46maxgrace+ Duration How long before the disease is naturally cured. 46maxgrace+ Duration How long before the disease is naturally cured.
47food DurCount Counter for Duration 47food DurCount Counter for Duration
48 48
49speed Speed How often the disease moves. 49speed Speed How often the disease moves.
50last_sp^ Lethargy Percentage of max speed--10 = 10% speed. 50last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
51 51
52maxsp^ Mana deplete Saps mana. 52maxsp^ Mana deplete Saps mana.
53ac^ Progressiveness How the diseases increases in severity. 53ac^ Progressiveness How the diseases increases in severity.
54last_eat*^ Deplete food saps food if negative 54last_eat*^ Deplete food saps food if negative
55last_heal GrantImmunity If nonzero, disease does NOT grant immunity 55last_heal GrantImmunity If nonzero, disease does NOT grant immunity
126 126
127 127
128#include <global.h> 128#include <global.h>
129#include <object.h> 129#include <object.h>
130#include <living.h> 130#include <living.h>
131#ifndef __CEXTRACT__
132# include <sproto.h> 131#include <sproto.h>
133#endif
134#include <spells.h> 132#include <spells.h>
135#include <sounds.h> 133#include <sounds.h>
136#include <skills.h> 134#include <skills.h>
137 135
138/* IMPLEMENTATION NOTES 136/* IMPLEMENTATION NOTES
140 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
141inventory. They themselves do nothing, except modify Symptoms, or 139inventory. They themselves do nothing, except modify Symptoms, or
142spread to other live objects. Symptoms are what actually damage the player: 140spread to other live objects. Symptoms are what actually damage the player:
143these are their own object. */ 141these are their own object. */
144 142
145/* check if victim is susceptible to disease. */ 143/* grants immunity to plagues we've seen before. */
146static int 144static int
147is_susceptible_to_disease (object *victim, object *disease) 145grant_immunity (object *disease)
148{ 146{
149 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)
150 return 0; 152 return 0;
151 153
152 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
153 return 1; 170 return 1;
171}
154 172
155 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)
156 return 1; 180 return walk;
157 181
158 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
159 return 1;
160
161 return 0; 182 return NULL;
162}
163
164int
165move_disease (object *disease)
166{
167 /* first task is to determine if the disease is inside or outside of someone.
168 * If outside, we decrement 'value' until we're gone.
169 */
170
171 if (disease->env == NULL)
172 { /* we're outside of someone */
173 if (disease->stats.maxhp > 0)
174 disease->value--;
175 if (disease->value == 0)
176 {
177 remove_ob (disease);
178 free_object (disease);
179 return 1;
180 }
181 }
182 else
183 {
184 /* if we're inside a person, have the disease run its course */
185 /* negative foods denote "perpetual" diseases. */
186 if (disease->stats.food > 0)
187 {
188 disease->stats.food--;
189 if (disease->stats.food == 0)
190 {
191 remove_symptoms (disease); /* remove the symptoms of this disease */
192 grant_immunity (disease);
193 remove_ob (disease);
194 free_object (disease);
195 return 1;
196 }
197 }
198 }
199 /* check to see if we infect others */
200 check_infection (disease);
201
202 /* impose or modify the symptoms of the disease */
203 if (disease->env && is_susceptible_to_disease (disease->env, disease))
204 do_symptoms (disease);
205
206 return 0;
207} 183}
208 184
209/* remove any symptoms of disease 185/* remove any symptoms of disease
210 * 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
211 * player may have - I think through some odd interactoins with 187 * player may have - I think through some odd interactoins with
212 * disease level and player level and whatnot, a player could get 188 * disease level and player level and whatnot, a player could get
213 * more than one symtpom to a disease. 189 * more than one symtpom to a disease.
214 */ 190 */
215 191static int
216int
217remove_symptoms (object *disease) 192remove_symptoms (object *disease)
218{ 193{
219 object *symptom, *victim = NULL; 194 object *symptom, *victim = NULL;
220 195
221 while ((symptom = find_symptom (disease)) != NULL) 196 while ((symptom = find_symptom (disease)) != NULL)
222 { 197 {
223 if (!victim) 198 if (!victim)
224 victim = symptom->env; 199 victim = symptom->env;
225 remove_ob (symptom); 200
226 free_object (symptom); 201 symptom->destroy ();
227 } 202 }
203
228 if (victim) 204 if (victim)
229 fix_player (victim); 205 victim->update_stats ();
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 (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM)
242 return walk;
243 return NULL;
244}
245
246/* 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
247int 382int
248check_infection (object *disease) 383move_disease (object *disease)
249{ 384{
250 int x, y, range, mflags; 385 /* First task is to determine if the disease is inside or outside of someone.
251 mapstruct *map, *map2; 386 * If outside, we decrement 'value' until we're gone.
252 object *tmp; 387 */
253 sint16 i, j, i2, j2;
254 388
255 range = abs (disease->magic);
256 if (disease->env) 389 if (!disease->env)
257 { 390 { /* we're outside of someone */
258 x = disease->env->x; 391 if (disease->stats.maxhp > 0)
259 y = disease->env->y; 392 disease->value--;
260 map = disease->env->map; 393
394 if (!disease->value)
395 {
396 disease->destroy ();
397 return 1;
398 }
261 } 399 }
262 else 400 else
263 { 401 {
264 x = disease->x; 402 /* if we're inside a person, have the disease run its course */
265 y = disease->y; 403 /* negative/zero food denotes "perpetual" diseases. */
266 map = disease->map; 404 if (disease->stats.food > 0)
267 }
268
269 if (map == NULL)
270 return 0;
271 for (i = x - range; i <= x + range; i++)
272 {
273 for (j = y - range; j <= y + range; j++)
274 { 405 {
275 mflags = get_map_flags (map, &map2, i, j, &i2, &j2); 406 disease->stats.food--;
276 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 407
408 if (!disease->stats.food)
277 { 409 {
278 for (tmp = get_map_ob (map2, i2, j2); tmp; tmp = tmp->above) 410 remove_symptoms (disease); /* remove the symptoms of this disease */
279 { 411 grant_immunity (disease);
280 infect_object (tmp, disease, 0); 412 disease->destroy ();
281 } 413 return 1;
282 } 414 }
283 } 415 }
284 } 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
285 return 1; 425 return 0;
286} 426}
287
288 427
289/* check to see if an object is infectable: 428/* check to see if an object is infectable:
290 * objects with immunity aren't infectable. 429 * objects with immunity aren't infectable.
291 * objects already infected aren't infectable. 430 * objects already infected aren't infectable.
292 * dead objects aren't infectable. 431 * dead objects aren't infectable.
297{ 436{
298 object *tmp; 437 object *tmp;
299 object *new_disease; 438 object *new_disease;
300 439
301 /* don't infect inanimate objects */ 440 /* don't infect inanimate objects */
302 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) 441 if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER))
303 return 0; 442 return 0;
304 443
305 /* check and see if victim can catch disease: diseases 444 /* check and see if victim can catch disease: diseases
306 * are specific 445 * are specific
307 */ 446 */
311 /* roll the dice on infection before doing the inventory check! */ 450 /* roll the dice on infection before doing the inventory check! */
312 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))
313 return 0; 452 return 0;
314 453
315 /* do an immunity check */ 454 /* do an immunity check */
316 if (victim->head)
317 tmp = victim->head->inv;
318 else
319 tmp = victim->inv;
320 455
321 /* 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
322 * 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
323 * result in a person with multiple afflictions of the same disease 458 * result in a person with multiple afflictions of the same disease
324 * (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
325 * 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
326 * if you diseased, you can't get diseased more. 461 * if you diseased, you can't get diseased more.
327 */ 462 */
328 463
329 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 464 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
330 { 465 if (tmp->name == disease->name && tmp->is_immunity () && tmp->level >= disease->level)
331 if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level)
332 return 0; /*Immune! */ 466 return 0; /* Immune! */
333 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) 467 else if (tmp->type == DISEASE && tmp->name == disease->name)
334 return 0; /* already diseased */ 468 return 0; /* already diseased */
335 }
336 469
337 /* 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. */
338 new_disease = get_object (); 471
339 copy_object (disease, new_disease); 472 new_disease = disease->clone ();
473
340 new_disease->stats.food = disease->stats.maxgrace; 474 new_disease->stats.food = disease->stats.maxgrace;
341 new_disease->value = disease->stats.maxhp; 475 new_disease->value = disease->stats.maxhp;
342 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 476 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
343 477
344 /* Unfortunately, set_owner does the wrong thing to the skills pointers
345 * resulting in exp going into the owners *current* chosen skill.
346 */
347
348 if (get_owner (disease))
349 {
350 set_owner (new_disease, disease->owner);
351
352 /* Only need to update skill if different */
353 if (new_disease->skill != disease->skill)
354 new_disease->skill = disease->skill;
355 }
356 else
357 { /* for diseases which are passed by hitting, set owner and praying skill */
358 if (disease->env && disease->env->type == PLAYER)
359 {
360 object *player = disease->env;
361
362 set_owner (new_disease, player);
363
364 /* the skill pointer for these diseases should already be set up -
365 * hardcoding in 'praying' is not the right approach.
366 */
367 }
368 }
369
370 insert_ob_in_ob (new_disease, victim);
371 /* This appears to be a horrible case of overloading 'NO_PASS' 478 /* This appears to be a horrible case of overloading 'NO_PASS'
372 * for meaning in the diseases. 479 * for meaning in the diseases.
373 */ 480 */
374 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
375 if (new_disease->owner && new_disease->owner->type == PLAYER) 492 if (new_disease->owner && new_disease->owner->type == PLAYER)
376 { 493 {
377 char buf[128]; 494 const char *buf;
378 495
379 /* 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
380 * This messages is printed in the form MESSAGE victim 497 * This messages is printed in the form MESSAGE victim
381 */ 498 */
382 if (new_disease->title) 499 if (new_disease->title)
383 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 500 buf = format ("%s %s!!", &disease->title, &victim->name);
384 else 501 else
385 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);
386 503
387 if (victim->type == PLAYER) 504 if (victim->type == PLAYER)
388 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);
389 else 506 else
390 new_draw_info (0, 4, new_disease->owner, buf); 507 new_draw_info (0, 4, new_disease->owner, buf);
391 } 508 }
509
392 if (victim->type == PLAYER) 510 if (victim->type == PLAYER)
393 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.");
394 512
395 return 1; 513 return 1;
396
397} 514}
398
399
400
401/* this function monitors the symptoms caused by the disease (if any),
402causes symptoms, and modifies existing symptoms in the case of
403existing diseases. */
404
405int
406do_symptoms (object *disease)
407{
408 object *symptom;
409 object *victim;
410 object *tmp;
411
412 victim = disease->env;
413
414 /* This is a quick hack - for whatever reason, disease->env will point
415 * back to disease, causing endless loops. Why this happens really needs
416 * to be found, but this should at least prevent the infinite loops.
417 */
418
419 if (victim == NULL || victim == disease)
420 return 0; /* no-one to inflict symptoms on */
421
422 symptom = find_symptom (disease);
423 if (symptom == NULL)
424 {
425 /* no symptom? need to generate one! */
426 object *new_symptom;
427
428 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
429 if (!is_susceptible_to_disease (victim, disease))
430 return 0;
431
432 /* check for an actual immunity */
433 /* do an immunity check */
434 if (victim->head)
435 tmp = victim->head->inv;
436 else
437 tmp = victim->inv;
438
439 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below)
440 {
441 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
442 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level)
443 return 0; /*Immune! */
444 }
445
446 new_symptom = get_archetype (ARCH_SYMPTOM);
447
448 /* 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
450 * do random, note, this has a weird effect with progressive diseases.
451 */
452 if (disease->stats.dam != 0)
453 {
454 int dam = disease->stats.dam;
455
456 /* reduce the damage, on average, 50%, and making things random. */
457
458 dam = random_roll (1, FABS (dam), victim, PREFER_LOW);
459 if (disease->stats.dam < 0)
460 dam = -dam;
461 new_symptom->stats.dam = dam;
462 }
463
464
465 new_symptom->stats.maxsp = disease->stats.maxsp;
466 new_symptom->stats.food = new_symptom->stats.maxgrace;
467
468 new_symptom->name = new_symptom->name_pl = disease->name;
469
470 new_symptom->level = disease->level;
471 new_symptom->speed = disease->speed;
472 new_symptom->value = 0;
473 new_symptom->stats.Str = disease->stats.Str;
474 new_symptom->stats.Dex = disease->stats.Dex;
475 new_symptom->stats.Con = disease->stats.Con;
476 new_symptom->stats.Wis = disease->stats.Wis;
477 new_symptom->stats.Int = disease->stats.Int;
478 new_symptom->stats.Pow = disease->stats.Pow;
479 new_symptom->stats.Cha = disease->stats.Cha;
480 new_symptom->stats.sp = disease->stats.sp;
481 new_symptom->stats.food = disease->last_eat;
482 new_symptom->stats.maxsp = disease->stats.maxsp;
483 new_symptom->last_sp = disease->last_sp;
484 new_symptom->stats.exp = 0;
485 new_symptom->stats.hp = disease->stats.hp;
486 new_symptom->msg = disease->msg;
487 new_symptom->attacktype = disease->attacktype;
488 new_symptom->other_arch = disease->other_arch;
489
490 set_owner (new_symptom, disease->owner);
491
492 if (new_symptom->skill != disease->skill)
493 new_symptom->skill = disease->skill;
494
495 new_symptom->move_block = 0;
496 insert_ob_in_ob (new_symptom, victim);
497 return 1;
498 }
499
500 /* now deal with progressing diseases: we increase the debility
501 * caused by the symptoms.
502 */
503
504 if (disease->stats.ac != 0)
505 {
506 float scale;
507
508 symptom->value += disease->stats.ac;
509 scale = 1.0 + symptom->value / 100.0;
510 /* now rescale all the debilities */
511 symptom->stats.Str = (int) (scale * disease->stats.Str);
512 symptom->stats.Dex = (int) (scale * disease->stats.Dex);
513 symptom->stats.Con = (int) (scale * disease->stats.Con);
514 symptom->stats.Wis = (int) (scale * disease->stats.Wis);
515 symptom->stats.Int = (int) (scale * disease->stats.Int);
516 symptom->stats.Pow = (int) (scale * disease->stats.Pow);
517 symptom->stats.Cha = (int) (scale * disease->stats.Cha);
518 symptom->stats.dam = (int) (scale * disease->stats.dam);
519 symptom->stats.sp = (int) (scale * disease->stats.sp);
520 symptom->stats.food = (int) (scale * disease->last_eat);
521 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp);
522 symptom->last_sp = (int) (scale * disease->last_sp);
523 symptom->stats.exp = 0;
524 symptom->stats.hp = (int) (scale * disease->stats.hp);
525 symptom->msg = disease->msg;
526 symptom->attacktype = disease->attacktype;
527 symptom->other_arch = disease->other_arch;
528 }
529 SET_FLAG (symptom, FLAG_APPLIED);
530 fix_player (victim);
531 return 1;
532}
533
534
535/* grants immunity to plagues we've seen before. */
536int
537grant_immunity (object *disease)
538{
539 object *immunity;
540 object *walk;
541
542 /* Don't give immunity to this disease if last_heal is set. */
543 if (disease->last_heal)
544 return 0;
545 /* first, search for an immunity of the same name */
546 for (walk = disease->env->inv; walk; walk = walk->below)
547 {
548 if (walk->type == 98 && !strcmp (disease->name, walk->name))
549 {
550 walk->level = disease->level;
551 return 1; /* just update the existing immunity. */
552 }
553 }
554 immunity = get_archetype ("immunity");
555 immunity->name = disease->name;
556 immunity->level = disease->level;
557 immunity->move_block = 0;
558 insert_ob_in_ob (immunity, disease->env);
559 return 1;
560
561}
562
563 515
564/* make the symptom do the nasty things it does */ 516/* make the symptom do the nasty things it does */
565
566int 517int
567move_symptom (object *symptom) 518move_symptom (object *symptom)
568{ 519{
569 object *victim = symptom->env; 520 object *victim = symptom->env;
570 object *new_ob;
571 int sp_reduce;
572 521
573 if (victim == NULL || victim->map == NULL) 522 if (!victim || !victim->map)
574 { /* outside a monster/player, die immediately */ 523 { /* outside a monster/player, die immediately */
575 remove_ob (symptom); 524 symptom->destroy ();
576 free_object (symptom);
577 return 0; 525 return 0;
578 } 526 }
579
580 if (symptom->stats.dam > 0)
581 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
582 else
583 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
584
585 if (symptom->stats.maxsp > 0)
586 sp_reduce = symptom->stats.maxsp;
587 else
588 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
589 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
590 527
591 /* create the symptom "other arch" object and drop it here 528 /* create the symptom "other arch" object and drop it here
592 * under every part of the monster 529 * under every part of the monster
593 * The victim may well have died. 530 * The victim may well have died.
594 */ 531 */
595
596 if (victim->map == NULL) 532 if (victim->map)
597 return 0; 533 {
534 victim->play_sound (symptom->sound);
535
598 if (symptom->other_arch) 536 if (symptom->other_arch)
599 { 537 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
600 object *tmp;
601
602 tmp = victim;
603 if (tmp->head != NULL)
604 tmp = tmp->head;
605 for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more)
606 { 538 {
607 new_ob = arch_to_object (symptom->other_arch); 539 object *new_ob = symptom->other_arch->instance ();
608 new_ob->x = tmp->x; 540 new_ob->x = tmp->x;
609 new_ob->y = tmp->y; 541 new_ob->y = tmp->y;
610 new_ob->map = victim->map; 542 new_ob->map = victim->map;
611 insert_ob_in_map (new_ob, victim->map, victim, 0); 543 insert_ob_in_map (new_ob, victim->map, victim, 0);
612 } 544 }
613 } 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
614 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 561 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
615 562
616 return 1; 563 return 1;
617} 564}
618 565
619
620/* possibly infect due to direct physical contact 566/* possibly infect due to direct physical contact
621 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 567 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
622
623int 568int
624check_physically_infect (object *victim, object *hitter) 569check_physically_infect (object *victim, object *hitter)
625{ 570{
626 object *walk;
627
628 /* search for diseases, give every disease a chance to infect */ 571 /* search for diseases, give every disease a chance to infect */
629 for (walk = hitter->inv; walk != NULL; walk = walk->below) 572 for (object *disease = hitter->inv; disease; disease = disease->below)
630 if (walk->type == DISEASE) 573 if (disease->type == DISEASE)
631 infect_object (victim, walk, 0); 574 infect_object (victim, disease, 0);
575
632 return 1; 576 return 1;
633} 577}
634 578
635/* find a disease in someone*/
636object *
637find_disease (object *victim)
638{
639 object *walk;
640
641 for (walk = victim->inv; walk; walk = walk->below)
642 if (walk->type == DISEASE)
643 return walk;
644 return NULL;
645}
646
647/* do the cure disease stuff, from the spell "cure disease" */ 579/* do the cure disease stuff, from the spell "cure disease" */
648
649int 580int
650cure_disease (object *sufferer, object *caster) 581cure_disease (object *sufferer, object *caster, object *spell)
651{ 582{
652 object *disease, *next; 583 object *disease, *next;
653 int casting_level;
654 int cure = 0; 584 int cure = 0;
655 585
656 if (caster)
657 casting_level = caster->level;
658 else
659 casting_level = 1000; /* if null caster, CURE all. */ 586 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
660 587
661 for (disease = sufferer->inv; disease; disease = next) 588 for (disease = sufferer->inv; disease; disease = next)
662 { 589 {
663 next = disease->below; 590 next = disease->below;
664 591
665 if (disease->type == DISEASE) 592 if (disease->type == DISEASE)
666 { /* attempt to cure this disease */ 593 { /* attempt to cure this disease */
667 /* If caster lvel is higher than disease level, cure chance 594 /* If caster level is higher than disease level, cure chance
668 * is automatic. If lower, then the chance is basically 595 * is automatic. If lower, then the chance is basically
669 * 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
670 * is 1 in 5. 597 * is 1 in 5.
671 */ 598 */
672 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))))
673 { 600 {
674
675 remove_symptoms (disease); 601 remove_symptoms (disease);
676 remove_ob (disease);
677 cure = 1; 602 cure = 1;
603
678 if (caster) 604 if (caster && spell)
679 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);
680 free_object (disease); 606
607 disease->destroy ();
681 } 608 }
682 } 609 }
683 } 610 }
611
684 if (cure) 612 if (cure)
685 { 613 {
686 /* Only draw these messages once */ 614 /* Only draw these messages once */
687 if (caster) 615 if (caster)
688 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
689 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.");
690 } 619 }
620
691 return 1; 621 return 1;
692} 622}
693 623
624#if 0 // unused, but seems interesting
694/* reduces disease progression: reduce_symptoms 625/* reduces disease progression: reduce_symptoms
695 * return true if we actually reduce a disease. 626 * return true if we actually reduce a disease.
696 */ 627 */
697 628static int
698int
699reduce_symptoms (object *sufferer, int reduction) 629reduce_symptoms (object *sufferer, int reduction)
700{ 630{
701 object *walk; 631 object *walk;
702 int success = 0; 632 int success = 0;
703 633
706 if (walk->type == SYMPTOM) 636 if (walk->type == SYMPTOM)
707 { 637 {
708 if (walk->value > 0) 638 if (walk->value > 0)
709 { 639 {
710 success = 1; 640 success = 1;
711 walk->value = MAX (0, walk->value - 2 * reduction); 641 walk->value = max (0, walk->value - 2 * reduction);
712 /* give the disease time to modify this symptom, 642 /* give the disease time to modify this symptom,
713 * and reduce its severity. */ 643 * and reduce its severity. */
714 walk->speed_left = 0; 644 walk->speed_left = 0;
715 } 645 }
716 } 646 }
717 } 647 }
648
718 if (success) 649 if (success)
719 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
720 return success; 652 return success;
721} 653}
654#endif

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