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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.9 by root, Tue Dec 12 21:39:57 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
143/* grants immunity to plagues we've seen before. */
144static int
145grant_immunity (object *disease)
146{
147 object *immunity;
148 object *walk;
149
150 /* Don't give immunity to this disease if last_heal is set. */
151 if (disease->last_heal)
152 return 0;
153
154 /* first, search for an immunity of the same name */
155 for (walk = disease->env->inv; walk; walk = walk->below)
156 if (disease->name == walk->name && walk->is_immunity ())
157 {
158 walk->level = disease->level;
159 return 1; /* just update the existing immunity. */
160 }
161
162 immunity = archetype::get (shstr_immunity);
163
164 immunity->name = disease->name;
165 immunity->level = disease->level;
166 immunity->move_block = 0;
167
168 insert_ob_in_ob (immunity, disease->env);
169
170 return 1;
171}
172
173/* argument is a disease */
174static object *
175find_symptom (object *disease)
176{
177 /* check the inventory for symptoms */
178 for (object *walk = disease->env->inv; walk; walk = walk->below)
179 if (walk->name == disease->name && walk->type == SYMPTOM)
180 return walk;
181
182 return NULL;
183}
184
185/* remove any symptoms of disease
186 * Modified by MSW 2003-03-28 do try to find all the symptom the
187 * player may have - I think through some odd interactoins with
188 * disease level and player level and whatnot, a player could get
189 * more than one symtpom to a disease.
190 */
191static int
192remove_symptoms (object *disease)
193{
194 object *symptom, *victim = NULL;
195
196 while ((symptom = find_symptom (disease)) != NULL)
197 {
198 if (!victim)
199 victim = symptom->env;
200
201 symptom->destroy ();
202 }
203
204 if (victim)
205 victim->update_stats ();
206
207 return 0;
208}
209
210/* searches around for more victims to infect */
211static int
212check_infection (object *disease)
213{
214 int range = abs (disease->magic);
215
216 object *op = disease->outer_env_or_self ();
217
218 if (!op->is_on_map ())
219 return 0;
220
221 dynbuf buf;
222 unordered_mapwalk (buf, op, -range, -range, range, range)
223 {
224 mapspace &ms = m->at (nx, ny);
225
226 if (ms.flags () & P_IS_ALIVE)
227 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
228 infect_object (tmp, disease, 0);
229 }
230
231 return 1;
232}
233
145/* check if victim is susceptible to disease. */ 234/* check if victim is susceptible to disease. */
146static int 235static int
147is_susceptible_to_disease (object *victim, object *disease) 236is_susceptible_to_disease (object *victim, object *disease)
148{ 237{
149 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 238 if (!victim->flag [FLAG_ALIVE])
150 return 0; 239 return 0;
151 240
152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 241 if (victim->flag [FLAG_WIZ])
242 return 0;
243
244 if (disease->race.contains ("*") && !victim->flag [FLAG_UNDEAD])
153 return 1; 245 return 1;
154 246
155 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) 247 if ((disease->race == shstr_undead) && victim->flag [FLAG_UNDEAD])
156 return 1; 248 return 1;
157 249
158 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) 250 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
159 return 1; 251 return 1;
160 252
161 return 0; 253 return 0;
254}
255
256/* this function monitors the symptoms caused by the disease (if any),
257causes symptoms, and modifies existing symptoms in the case of
258existing diseases. */
259static int
260do_symptoms (object *disease)
261{
262 object *symptom;
263 object *victim;
264 object *tmp;
265
266 victim = disease->env;
267
268 if (!victim)
269 return 0; /* no-one to inflict symptoms on */
270
271 /* This is a quick hack - for whatever reason, disease->env will point
272 * back to disease, causing endless loops. Why this happens really needs
273 * to be found, but this should at least prevent the infinite loops.
274 */
275 //TODO: should no longer be the case, monitor, and remove
276 if (victim == disease)
277 {
278 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
279 return 0;
280 }
281
282 symptom = find_symptom (disease);
283 if (!symptom)
284 {
285 /* no symptom? need to generate one! */
286
287 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
288 if (!is_susceptible_to_disease (victim, disease))
289 return 0;
290
291 /* check for an actual immunity */
292 /* do an immunity check */
293 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
294 if (tmp->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */
295 if (tmp->level >= disease->level)
296 return 0; /* Immune! */
297
298 object *new_symptom = archetype::get (shstr_symptom);
299
300 /* Something special done with dam. We want diseases to be more
301 * random in what they'll kill, so we'll make the damage they
302 * do random, note, this has a weird effect with progressive diseases.
303 */
304 if (disease->stats.dam)
305 {
306 int dam = disease->stats.dam;
307
308 /* reduce the damage, on average, 50%, and making things random. */
309
310 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
311 if (disease->stats.dam < 0)
312 dam = -dam;
313
314 new_symptom->stats.dam = dam;
315 }
316
317 new_symptom->stats.maxsp = disease->stats.maxsp;
318 new_symptom->stats.food = new_symptom->stats.maxgrace;
319
320 new_symptom->name = new_symptom->name_pl = disease->name;
321
322 new_symptom->level = disease->level;
323 new_symptom->value = 0;
324
325 new_symptom->set_speed (disease->speed);
326
327 for (int i = 0; i < NUM_STATS; ++i)
328 new_symptom->stats.stat (i) = disease->stats.stat (i);
329
330 new_symptom->stats.sp = disease->stats.sp;
331 new_symptom->stats.food = disease->last_eat;
332 new_symptom->stats.maxsp = disease->stats.maxsp;
333 new_symptom->last_sp = disease->last_sp;
334 new_symptom->stats.exp = 0;
335 new_symptom->stats.hp = disease->stats.hp;
336 new_symptom->msg = disease->msg;
337 new_symptom->attacktype = disease->attacktype;
338 new_symptom->other_arch = disease->other_arch;
339 new_symptom->skill = disease->skill;
340
341 new_symptom->move_block = 0;
342
343 victim->head_ ()->insert (new_symptom);
344
345 // set owner last, as insert clears owner
346 new_symptom->set_owner (disease->owner);
347
348 return 1;
349 }
350
351 /* now deal with progressing diseases: we increase the debility
352 * caused by the symptoms.
353 */
354 if (disease->stats.ac)
355 {
356 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
357
358 float scale = 1.f + symptom->value / 100.f;
359
360 /* now rescale all the debilities */
361 for (int i = 0; i < NUM_STATS; ++i)
362 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
363
364 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
365 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
366 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
367 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
368 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
369 symptom->stats.exp = 0;
370 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
371 symptom->msg = disease->msg;
372 symptom->attacktype = disease->attacktype;
373 symptom->other_arch = disease->other_arch;
374 }
375
376 symptom->set_flag (FLAG_APPLIED);
377 victim->update_stats ();
378
379 return 1;
162} 380}
163 381
164int 382int
165move_disease (object *disease) 383move_disease (object *disease)
166{ 384{
167 /* first task is to determine if the disease is inside or outside of someone. 385 /* First task is to determine if the disease is inside or outside of someone.
168 * If outside, we decrement 'value' until we're gone. 386 * If outside, we decrement 'value' until we're gone.
169 */ 387 */
170 388
171 if (disease->env == NULL) 389 if (!disease->env)
172 { /* we're outside of someone */ 390 { /* we're outside of someone */
173 if (disease->stats.maxhp > 0) 391 if (disease->stats.maxhp > 0)
174 disease->value--; 392 disease->value--;
175 393
176 if (disease->value == 0) 394 if (!disease->value)
177 { 395 {
178 disease->destroy (); 396 disease->destroy ();
179 return 1; 397 return 1;
180 } 398 }
181 } 399 }
182 else 400 else
183 { 401 {
184 /* if we're inside a person, have the disease run its course */ 402 /* if we're inside a person, have the disease run its course */
185 /* negative foods denote "perpetual" diseases. */ 403 /* negative/zero food denotes "perpetual" diseases. */
186 if (disease->stats.food > 0) 404 if (disease->stats.food > 0)
187 { 405 {
188 disease->stats.food--; 406 disease->stats.food--;
189 407
190 if (disease->stats.food == 0) 408 if (!disease->stats.food)
191 { 409 {
192 remove_symptoms (disease); /* remove the symptoms of this disease */ 410 remove_symptoms (disease); /* remove the symptoms of this disease */
193 grant_immunity (disease); 411 grant_immunity (disease);
194 disease->destroy (); 412 disease->destroy ();
195 return 1; 413 return 1;
204 if (disease->env && is_susceptible_to_disease (disease->env, disease)) 422 if (disease->env && is_susceptible_to_disease (disease->env, disease))
205 do_symptoms (disease); 423 do_symptoms (disease);
206 424
207 return 0; 425 return 0;
208} 426}
209
210/* remove any symptoms of disease
211 * Modified by MSW 2003-03-28 do try to find all the symptom the
212 * player may have - I think through some odd interactoins with
213 * disease level and player level and whatnot, a player could get
214 * more than one symtpom to a disease.
215 */
216
217int
218remove_symptoms (object *disease)
219{
220 object *symptom, *victim = NULL;
221
222 while ((symptom = find_symptom (disease)) != NULL)
223 {
224 if (!victim)
225 victim = symptom->env;
226
227 symptom->destroy ();
228 }
229
230 if (victim)
231 fix_player (victim);
232 return 0;
233}
234
235/* argument is a disease */
236object *
237find_symptom (object *disease)
238{
239 object *walk;
240
241 /* check the inventory for symptoms */
242 for (walk = disease->env->inv; walk; walk = walk->below)
243 if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM)
244 return walk;
245 return NULL;
246}
247
248/* searches around for more victims to infect */
249int
250check_infection (object *disease)
251{
252 int x, y, range, mflags;
253 maptile *map, *map2;
254 object *tmp;
255
256 range = abs (disease->magic);
257
258 if (disease->env)
259 {
260 x = disease->env->x;
261 y = disease->env->y;
262 map = disease->env->map;
263 }
264 else
265 {
266 x = disease->x;
267 y = disease->y;
268 map = disease->map;
269 }
270
271 if (!map)
272 return 0;
273
274 for (int i = x - range; i <= x + range; i++)
275 for (int j = y - range; j <= y + range; j++)
276 {
277 sint16 i2, j2;
278 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
279
280 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
281 for (tmp = get_map_ob (map2, i2, j2); tmp; tmp = tmp->above)
282 infect_object (tmp, disease, 0);
283 }
284
285 return 1;
286}
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 = object::create (); 471
339 disease->copy_to (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 symptom->destroy (); 524 symptom->destroy ();
576 return 0; 525 return 0;
577 } 526 }
578
579 if (symptom->stats.dam > 0)
580 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
581 else
582 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
583
584 if (symptom->stats.maxsp > 0)
585 sp_reduce = symptom->stats.maxsp;
586 else
587 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
588 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
589 527
590 /* create the symptom "other arch" object and drop it here 528 /* create the symptom "other arch" object and drop it here
591 * under every part of the monster 529 * under every part of the monster
592 * The victim may well have died. 530 * The victim may well have died.
593 */ 531 */
594
595 if (victim->map == NULL) 532 if (victim->map)
596 return 0; 533 {
534 victim->play_sound (symptom->sound);
535
597 if (symptom->other_arch) 536 if (symptom->other_arch)
598 { 537 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
599 object *tmp;
600
601 tmp = victim;
602 if (tmp->head != NULL)
603 tmp = tmp->head;
604 for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more)
605 { 538 {
606 new_ob = arch_to_object (symptom->other_arch); 539 object *new_ob = symptom->other_arch->instance ();
607 new_ob->x = tmp->x; 540 new_ob->x = tmp->x;
608 new_ob->y = tmp->y; 541 new_ob->y = tmp->y;
609 new_ob->map = victim->map; 542 new_ob->map = victim->map;
610 insert_ob_in_map (new_ob, victim->map, victim, 0); 543 insert_ob_in_map (new_ob, victim->map, victim, 0);
611 } 544 }
612 } 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
613 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 561 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
614 562
615 return 1; 563 return 1;
616} 564}
617 565
618
619/* possibly infect due to direct physical contact 566/* possibly infect due to direct physical contact
620 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 567 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
621
622int 568int
623check_physically_infect (object *victim, object *hitter) 569check_physically_infect (object *victim, object *hitter)
624{ 570{
625 object *walk;
626
627 /* search for diseases, give every disease a chance to infect */ 571 /* search for diseases, give every disease a chance to infect */
628 for (walk = hitter->inv; walk != NULL; walk = walk->below) 572 for (object *disease = hitter->inv; disease; disease = disease->below)
629 if (walk->type == DISEASE) 573 if (disease->type == DISEASE)
630 infect_object (victim, walk, 0); 574 infect_object (victim, disease, 0);
575
631 return 1; 576 return 1;
632} 577}
633 578
634/* find a disease in someone*/
635object *
636find_disease (object *victim)
637{
638 object *walk;
639
640 for (walk = victim->inv; walk; walk = walk->below)
641 if (walk->type == DISEASE)
642 return walk;
643 return NULL;
644}
645
646/* do the cure disease stuff, from the spell "cure disease" */ 579/* do the cure disease stuff, from the spell "cure disease" */
647
648int 580int
649cure_disease (object *sufferer, object *caster) 581cure_disease (object *sufferer, object *caster, object *spell)
650{ 582{
651 object *disease, *next; 583 object *disease, *next;
652 int casting_level;
653 int cure = 0; 584 int cure = 0;
654 585
655 if (caster)
656 casting_level = caster->level;
657 else
658 casting_level = 1000; /* if null caster, CURE all. */ 586 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
659 587
660 for (disease = sufferer->inv; disease; disease = next) 588 for (disease = sufferer->inv; disease; disease = next)
661 { 589 {
662 next = disease->below; 590 next = disease->below;
663 591
664 if (disease->type == DISEASE) 592 if (disease->type == DISEASE)
665 { /* attempt to cure this disease */ 593 { /* attempt to cure this disease */
666 /* If caster lvel is higher than disease level, cure chance 594 /* If caster level is higher than disease level, cure chance
667 * is automatic. If lower, then the chance is basically 595 * is automatic. If lower, then the chance is basically
668 * 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
669 * is 1 in 5. 597 * is 1 in 5.
670 */ 598 */
671 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))))
672 { 600 {
673
674 remove_symptoms (disease); 601 remove_symptoms (disease);
675 cure = 1; 602 cure = 1;
676 603
677 if (caster) 604 if (caster && spell)
678 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);
679 606
680 disease->destroy (); 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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