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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.7 by root, Thu Oct 5 16:50:07 2006 UTC

1/*
2 * static char *rcsid_disease_c =
3 * "$Id: disease.C,v 1.1 2006/08/13 17:16:04 elmex Exp $";
4 */
5/* 1/*
6 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
7 3
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
20 16
21 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24 20
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 21 The authors can be reached via e-mail to <crossfire@schmorp.de>
26*/ 22*/
27 23
28/* This file contains all the code implementing diseases, 24/* This file contains all the code implementing diseases,
29 except for odds and ends in attack.c and in 25 except for odds and ends in attack.c and in
30 living.c*/ 26 living.c*/
31 27
32 28
33 29
34/* 30/*
35 31
38 34
39attacktype Attack effects Attacktype of the disease. usu. AT_GODPOWER. 35attacktype Attack effects Attacktype of the disease. usu. AT_GODPOWER.
40other_arch Creation object created and dropped when symptom moved. 36other_arch Creation object created and dropped when symptom moved.
41title Message When the "disease" "infects" something, it will 37title Message When the "disease" "infects" something, it will
42 print "title victim!!!" to the player who owns 38 print "title victim!!!" to the player who owns
43 the "disease". 39 the "disease".
44wc+ Infectiousness How well the plague spreads person-to-person 40wc+ Infectiousness How well the plague spreads person-to-person
45magic+ Range range of infection 41magic+ Range range of infection
46Stats* Disability What stats are reduced by the disease (str con...) 42Stats* Disability What stats are reduced by the disease (str con...)
47maxhp+ Persistence How long the disease can last OUTSIDE the host. 43maxhp+ Persistence How long the disease can last OUTSIDE the host.
48value TimeLeft Counter for persistence 44value TimeLeft Counter for persistence
131 127
132#include <global.h> 128#include <global.h>
133#include <object.h> 129#include <object.h>
134#include <living.h> 130#include <living.h>
135#ifndef __CEXTRACT__ 131#ifndef __CEXTRACT__
136#include <sproto.h> 132# include <sproto.h>
137#endif 133#endif
138#include <spells.h> 134#include <spells.h>
139#include <sounds.h> 135#include <sounds.h>
140#include <skills.h> 136#include <skills.h>
141 137
142/* IMPLEMENTATION NOTES 138/* IMPLEMENTATION NOTES
143 139
144 Diseases may be contageous. They are objects which exist in a player's 140 Diseases may be contageous. They are objects which exist in a player's
145inventory. They themselves do nothing, except modify Symptoms, or 141inventory. They themselves do nothing, except modify Symptoms, or
146spread to other live objects. Symptoms are what actually damage the player: 142spread to other live objects. Symptoms are what actually damage the player:
147these are their own object. */ 143these are their own object. */
148 144
149/* check if victim is susceptible to disease. */ 145/* check if victim is susceptible to disease. */
146static int
150static int is_susceptible_to_disease(object *victim, object *disease) 147is_susceptible_to_disease (object *victim, object *disease)
151{ 148{
152 if(!QUERY_FLAG(victim,FLAG_ALIVE)) return 0; 149 if (!QUERY_FLAG (victim, FLAG_ALIVE))
153
154 if(strstr(disease->race, "*") && !QUERY_FLAG(victim, FLAG_UNDEAD))
155 return 1;
156
157 if((disease->race == undead_name) && QUERY_FLAG(victim, FLAG_UNDEAD))
158 return 1;
159
160 if((victim->race && strstr(disease->race, victim->race)) ||
161 strstr(disease->race, victim->name))
162 return 1;
163
164 return 0; 150 return 0;
165}
166 151
152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
153 return 1;
154
155 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD))
156 return 1;
157
158 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
159 return 1;
160
161 return 0;
162}
163
164int
167int move_disease(object *disease) { 165move_disease (object *disease)
166{
168 /* first task is to determine if the disease is inside or outside of someone. 167 /* first task is to determine if the disease is inside or outside of someone.
169 * If outside, we decrement 'value' until we're gone. 168 * If outside, we decrement 'value' until we're gone.
170 */ 169 */
171 170
172 if(disease->env==NULL) { /* we're outside of someone */ 171 if (disease->env == NULL)
173 if ( disease->stats.maxhp > 0 ) disease->value--; 172 { /* we're outside of someone */
173 if (disease->stats.maxhp > 0)
174 disease->value--;
174 if(disease->value==0) { 175 if (disease->value == 0)
176 {
175 remove_ob(disease); 177 remove_ob (disease);
176 free_object(disease); 178 free_object (disease);
177 return 1; 179 return 1;
178 } 180 }
179 } else { 181 }
182 else
183 {
180 /* if we're inside a person, have the disease run its course */ 184 /* if we're inside a person, have the disease run its course */
181 /* negative foods denote "perpetual" diseases. */ 185 /* negative foods denote "perpetual" diseases. */
182 if(disease->stats.food>0) { 186 if (disease->stats.food > 0)
187 {
183 disease->stats.food--; 188 disease->stats.food--;
184 if (disease->stats.food==0) { 189 if (disease->stats.food == 0)
190 {
185 remove_symptoms(disease); /* remove the symptoms of this disease */ 191 remove_symptoms (disease); /* remove the symptoms of this disease */
186 grant_immunity(disease); 192 grant_immunity (disease);
187 remove_ob(disease); 193 remove_ob (disease);
188 free_object(disease); 194 free_object (disease);
189 return 1; 195 return 1;
196 }
197 }
190 } 198 }
191 }
192 }
193 /* check to see if we infect others */ 199 /* check to see if we infect others */
194 check_infection(disease); 200 check_infection (disease);
195 201
196 /* impose or modify the symptoms of the disease */ 202 /* impose or modify the symptoms of the disease */
197 if(disease->env && is_susceptible_to_disease(disease->env, disease)) 203 if (disease->env && is_susceptible_to_disease (disease->env, disease))
198 do_symptoms(disease); 204 do_symptoms (disease);
199 205
200 return 0; 206 return 0;
201} 207}
202 208
203/* remove any symptoms of disease 209/* remove any symptoms of disease
204 * Modified by MSW 2003-03-28 do try to find all the symptom the 210 * Modified by MSW 2003-03-28 do try to find all the symptom the
205 * player may have - I think through some odd interactoins with 211 * player may have - I think through some odd interactoins with
206 * disease level and player level and whatnot, a player could get 212 * disease level and player level and whatnot, a player could get
207 * more than one symtpom to a disease. 213 * more than one symtpom to a disease.
208 */ 214 */
209 215
216int
210int remove_symptoms(object *disease) { 217remove_symptoms (object *disease)
218{
211 object *symptom, *victim=NULL; 219 object *symptom, *victim = NULL;
212 220
213 while ((symptom = find_symptom(disease)) != NULL) { 221 while ((symptom = find_symptom (disease)) != NULL)
214 if (!victim) victim=symptom->env; 222 {
223 if (!victim)
224 victim = symptom->env;
215 remove_ob(symptom); 225 remove_ob (symptom);
216 free_object(symptom); 226 free_object (symptom);
227 }
228 if (victim)
229 fix_player (victim);
230 return 0;
231}
232
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 */
247int
248check_infection (object *disease)
249{
250 int x, y, range, mflags;
251 maptile *map, *map2;
252 object *tmp;
253
254 range = abs (disease->magic);
255
256 if (disease->env)
217 } 257 {
218 if(victim) fix_player(victim); 258 x = disease->env->x;
259 y = disease->env->y;
260 map = disease->env->map;
261 }
262 else
263 {
264 x = disease->x;
265 y = disease->y;
266 map = disease->map;
267 }
268
269 if (!map)
219 return 0; 270 return 0;
220}
221 271
222/* argument is a disease */ 272 for (int i = x - range; i <= x + range; i++)
223object * find_symptom(object *disease) { 273 for (int j = y - range; j <= y + range; j++)
224 object *walk; 274 {
225
226 /* check the inventory for symptoms */
227 for(walk=disease->env->inv;walk;walk = walk->below)
228 if(!strcmp(walk->name,disease->name)&&walk->type==SYMPTOM) return walk;
229 return NULL;
230}
231
232/* searches around for more victims to infect */
233int check_infection(object *disease) {
234 int x,y,range, mflags;
235 mapstruct *map, *map2;
236 object *tmp;
237 sint16 i, j, i2, j2; 275 sint16 i2, j2;
238
239 range = abs(disease->magic);
240 if(disease->env) {
241 x = disease->env->x;
242 y = disease->env->y;
243 map=disease->env->map;
244 }
245 else {
246 x = disease->x;
247 y = disease->y;
248 map = disease->map;
249 }
250
251 if(map == NULL) return 0;
252 for(i=x-range;i<=x+range;i++) {
253 for(j=y-range;j<=y+range;j++) {
254 mflags = get_map_flags(map,&map2, i,j, &i2, &j2); 276 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
277
255 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) { 278 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
256 for(tmp=get_map_ob(map2,i2,j2);tmp;tmp=tmp->above) { 279 for (tmp = get_map_ob (map2, i2, j2); tmp; tmp = tmp->above)
257 infect_object(tmp,disease,0); 280 infect_object (tmp, disease, 0);
258 }
259 }
260 }
261 } 281 }
282
262 return 1; 283 return 1;
263} 284}
264 285
265 286
266/* check to see if an object is infectable: 287/* check to see if an object is infectable:
267 * objects with immunity aren't infectable. 288 * objects with immunity aren't infectable.
268 * objects already infected aren't infectable. 289 * objects already infected aren't infectable.
269 * dead objects aren't infectable. 290 * dead objects aren't infectable.
270 * undead objects are infectible only if specifically named. 291 * undead objects are infectible only if specifically named.
271*/ 292*/
293int
272int infect_object(object *victim, object *disease, int force) { 294infect_object (object *victim, object *disease, int force)
295{
273 object *tmp; 296 object *tmp;
274 object *new_disease; 297 object *new_disease;
275 298
276 /* don't infect inanimate objects */ 299 /* don't infect inanimate objects */
277 if(!QUERY_FLAG(victim,FLAG_MONSTER) && !(victim->type==PLAYER)) return 0; 300 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
301 return 0;
278 302
279 /* check and see if victim can catch disease: diseases 303 /* check and see if victim can catch disease: diseases
280 * are specific 304 * are specific
281 */ 305 */
282 if(!is_susceptible_to_disease(victim, disease)) return 0; 306 if (!is_susceptible_to_disease (victim, disease))
307 return 0;
283 308
284 /* roll the dice on infection before doing the inventory check! */ 309 /* roll the dice on infection before doing the inventory check! */
285 if(!force && (random_roll(0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) 310 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
286 return 0; 311 return 0;
287 312
288 /* do an immunity check */ 313 /* do an immunity check */
314 if (victim->head)
289 if(victim->head) tmp = victim->head->inv; 315 tmp = victim->head->inv;
316 else
290 else tmp = victim->inv; 317 tmp = victim->inv;
291 318
292 /* There used to (IMO) be a flaw in the below - it used to be the case 319 /* There used to (IMO) be a flaw in the below - it used to be the case
293 * that if level check was done for both immunity and disease. This could 320 * that if level check was done for both immunity and disease. This could
294 * result in a person with multiple afflictions of the same disease 321 * result in a person with multiple afflictions of the same disease
295 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as 322 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
296 * they were cast in that same order. Instead, change it so that 323 * they were cast in that same order. Instead, change it so that
297 * if you diseased, you can't get diseased more. 324 * if you diseased, you can't get diseased more.
298 */ 325 */
299 326
300 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { 327 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below)
328 {
301 if(tmp->type == SIGN && !strcmp(tmp->name,disease->name) && tmp->level >= disease->level) 329 if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level)
302 return 0; /*Immune! */ 330 return 0; /*Immune! */
303 else if (tmp->type==DISEASE && !strcmp(tmp->name,disease->name)) 331 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name))
304 return 0; /* already diseased */ 332 return 0; /* already diseased */
305 } 333 }
306 334
307 /* If we've gotten this far, go ahead and infect the victim. */ 335 /* If we've gotten this far, go ahead and infect the victim. */
308 new_disease = get_object(); 336 new_disease = get_object ();
309 copy_object(disease,new_disease); 337 copy_object (disease, new_disease);
310 new_disease->stats.food=disease->stats.maxgrace; 338 new_disease->stats.food = disease->stats.maxgrace;
311 new_disease->value=disease->stats.maxhp; 339 new_disease->value = disease->stats.maxhp;
312 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 340 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
313 341
314 /* Unfortunately, set_owner does the wrong thing to the skills pointers 342 /* Unfortunately, set_owner does the wrong thing to the skills pointers
315 * resulting in exp going into the owners *current* chosen skill. 343 * resulting in exp going into the owners *current* chosen skill.
316 */ 344 */
317 345
318 if(get_owner(disease)) { 346 if (get_owner (disease))
347 {
319 set_owner(new_disease,disease->owner); 348 set_owner (new_disease, disease->owner);
320 349
321 /* Only need to update skill if different */ 350 /* Only need to update skill if different */
322 if (new_disease->skill != disease->skill) { 351 if (new_disease->skill != disease->skill)
323 if (new_disease->skill) free_string(new_disease->skill); 352 new_disease->skill = disease->skill;
324 if (disease->skill) new_disease->skill = add_refcount(disease->skill);
325 }
326 } 353 }
354 else
327 else { /* for diseases which are passed by hitting, set owner and praying skill*/ 355 { /* for diseases which are passed by hitting, set owner and praying skill */
328 if(disease->env && disease->env->type==PLAYER) { 356 if (disease->env && disease->env->type == PLAYER)
357 {
329 object *player = disease->env; 358 object *player = disease->env;
330 359
331 set_owner(new_disease,player); 360 set_owner (new_disease, player);
361
332 /* the skill pointer for these diseases should already be set up - 362 /* the skill pointer for these diseases should already be set up -
333 * hardcoding in 'praying' is not the right approach. 363 * hardcoding in 'praying' is not the right approach.
334 */ 364 */
335 } 365 }
336 } 366 }
337 367
338 insert_ob_in_ob(new_disease,victim); 368 insert_ob_in_ob (new_disease, victim);
339 /* This appears to be a horrible case of overloading 'NO_PASS' 369 /* This appears to be a horrible case of overloading 'NO_PASS'
340 * for meaning in the diseases. 370 * for meaning in the diseases.
341 */ 371 */
342 new_disease->move_block = 0; 372 new_disease->move_block = 0;
343 if(new_disease->owner && new_disease->owner->type==PLAYER) { 373 if (new_disease->owner && new_disease->owner->type == PLAYER)
374 {
344 char buf[128]; 375 char buf[128];
376
345 /* if the disease has a title, it has a special infection message 377 /* if the disease has a title, it has a special infection message
346 * This messages is printed in the form MESSAGE victim 378 * This messages is printed in the form MESSAGE victim
347 */ 379 */
348 if(new_disease->title) 380 if (new_disease->title)
349 sprintf(buf,"%s %s!!",disease->title,victim->name); 381 sprintf (buf, "%s %s!!", &disease->title, &victim->name);
350 else 382 else
351 sprintf(buf,"You infect %s with your disease, %s!",victim->name,new_disease->name); 383 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name);
352 384
353 if(victim->type == PLAYER) 385 if (victim->type == PLAYER)
354 new_draw_info(NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 386 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
355 else 387 else
356 new_draw_info(0, 4, new_disease->owner, buf); 388 new_draw_info (0, 4, new_disease->owner, buf);
357 } 389 }
358 if(victim->type==PLAYER) 390 if (victim->type == PLAYER)
359 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,"You suddenly feel ill."); 391 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
360 392
361 return 1; 393 return 1;
362 394
363} 395}
364 396
365 397
366 398
367/* this function monitors the symptoms caused by the disease (if any), 399/* this function monitors the symptoms caused by the disease (if any),
368causes symptoms, and modifies existing symptoms in the case of 400causes symptoms, and modifies existing symptoms in the case of
369existing diseases. */ 401existing diseases. */
370 402
403int
371int do_symptoms(object *disease) { 404do_symptoms (object *disease)
405{
372 object *symptom; 406 object *symptom;
373 object *victim; 407 object *victim;
374 object *tmp; 408 object *tmp;
409
375 victim = disease->env; 410 victim = disease->env;
376 411
377 /* This is a quick hack - for whatever reason, disease->env will point 412 /* This is a quick hack - for whatever reason, disease->env will point
378 * back to disease, causing endless loops. Why this happens really needs 413 * back to disease, causing endless loops. Why this happens really needs
379 * to be found, but this should at least prevent the infinite loops. 414 * to be found, but this should at least prevent the infinite loops.
380 */ 415 */
381 416
382 if(victim == NULL || victim==disease) 417 if (victim == NULL || victim == disease)
383 return 0;/* no-one to inflict symptoms on */ 418 return 0; /* no-one to inflict symptoms on */
384 419
385 symptom = find_symptom(disease); 420 symptom = find_symptom (disease);
386 if(symptom==NULL) { 421 if (symptom == NULL)
422 {
387 /* no symptom? need to generate one! */ 423 /* no symptom? need to generate one! */
388 object *new_symptom; 424 object *new_symptom;
389 425
390 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ 426 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
391 if(!is_susceptible_to_disease(victim, disease)) return 0; 427 if (!is_susceptible_to_disease (victim, disease))
428 return 0;
392 429
393 /* check for an actual immunity */ 430 /* check for an actual immunity */
394 /* do an immunity check */ 431 /* do an immunity check */
395 if(victim->head) tmp = victim->head->inv; 432 if (victim->head)
433 tmp = victim->head->inv;
434 else
396 else tmp = victim->inv; 435 tmp = victim->inv;
397 436
398 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { 437 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below)
438 {
399 if(tmp->type == SIGN) /* possibly an immunity, or diseased*/ 439 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
400 if(!strcmp(tmp->name,disease->name) && tmp->level >= disease->level) 440 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level)
401 return 0; /*Immune! */ 441 return 0; /*Immune! */
402 } 442 }
403 443
404 new_symptom = get_archetype(ARCH_SYMPTOM); 444 new_symptom = get_archetype (ARCH_SYMPTOM);
405 445
406 /* Something special done with dam. We want diseases to be more 446 /* Something special done with dam. We want diseases to be more
407 * random in what they'll kill, so we'll make the damage they 447 * random in what they'll kill, so we'll make the damage they
408 * do random, note, this has a weird effect with progressive diseases. 448 * do random, note, this has a weird effect with progressive diseases.
409 */ 449 */
410 if(disease->stats.dam != 0) { 450 if (disease->stats.dam != 0)
451 {
411 int dam = disease->stats.dam; 452 int dam = disease->stats.dam;
412 453
413 /* reduce the damage, on average, 50%, and making things random. */ 454 /* reduce the damage, on average, 50%, and making things random. */
414 455
415 dam = random_roll(1, FABS(dam), victim, PREFER_LOW); 456 dam = random_roll (1, FABS (dam), victim, PREFER_LOW);
416 if(disease->stats.dam < 0) dam = -dam; 457 if (disease->stats.dam < 0)
458 dam = -dam;
417 new_symptom->stats.dam = dam; 459 new_symptom->stats.dam = dam;
418 } 460 }
419 461
420 462
421 new_symptom->stats.maxsp = disease->stats.maxsp; 463 new_symptom->stats.maxsp = disease->stats.maxsp;
422 new_symptom->stats.food = new_symptom->stats.maxgrace; 464 new_symptom->stats.food = new_symptom->stats.maxgrace;
423 465
424 FREE_AND_COPY(new_symptom->name, disease->name); 466 new_symptom->name = new_symptom->name_pl = disease->name;
425 FREE_AND_COPY(new_symptom->name_pl, disease->name); 467
426 new_symptom->level = disease->level; 468 new_symptom->level = disease->level;
427 new_symptom->speed = disease->speed; 469 new_symptom->speed = disease->speed;
428 new_symptom->value = 0; 470 new_symptom->value = 0;
429 new_symptom->stats.Str =disease->stats.Str; 471 new_symptom->stats.Str = disease->stats.Str;
430 new_symptom->stats.Dex = disease->stats.Dex; 472 new_symptom->stats.Dex = disease->stats.Dex;
431 new_symptom->stats.Con = disease->stats.Con; 473 new_symptom->stats.Con = disease->stats.Con;
432 new_symptom->stats.Wis = disease->stats.Wis; 474 new_symptom->stats.Wis = disease->stats.Wis;
433 new_symptom->stats.Int = disease->stats.Int; 475 new_symptom->stats.Int = disease->stats.Int;
434 new_symptom->stats.Pow = disease->stats.Pow; 476 new_symptom->stats.Pow = disease->stats.Pow;
435 new_symptom->stats.Cha = disease->stats.Cha; 477 new_symptom->stats.Cha = disease->stats.Cha;
436 new_symptom->stats.sp = disease->stats.sp; 478 new_symptom->stats.sp = disease->stats.sp;
437 new_symptom->stats.food =disease->last_eat; 479 new_symptom->stats.food = disease->last_eat;
438 new_symptom->stats.maxsp = disease->stats.maxsp; 480 new_symptom->stats.maxsp = disease->stats.maxsp;
439 new_symptom->last_sp = disease->last_sp; 481 new_symptom->last_sp = disease->last_sp;
440 new_symptom->stats.exp = 0; 482 new_symptom->stats.exp = 0;
441 new_symptom->stats.hp = disease->stats.hp; 483 new_symptom->stats.hp = disease->stats.hp;
442 new_symptom->msg = add_string(disease->msg); 484 new_symptom->msg = disease->msg;
443 new_symptom->attacktype = disease->attacktype; 485 new_symptom->attacktype = disease->attacktype;
444 new_symptom->other_arch = disease->other_arch; 486 new_symptom->other_arch = disease->other_arch;
445 487
446 set_owner(new_symptom,disease->owner); 488 set_owner (new_symptom, disease->owner);
489
447 if (new_symptom->skill != disease->skill) { 490 if (new_symptom->skill != disease->skill)
448 if (new_symptom->skill) free_string(new_symptom->skill); 491 new_symptom->skill = disease->skill;
449 if (disease->skill) new_symptom->skill = add_refcount(disease->skill); 492
450 }
451 new_symptom->move_block=0; 493 new_symptom->move_block = 0;
452 insert_ob_in_ob(new_symptom,victim); 494 insert_ob_in_ob (new_symptom, victim);
453 return 1; 495 return 1;
454 } 496 }
455 497
456 /* now deal with progressing diseases: we increase the debility 498 /* now deal with progressing diseases: we increase the debility
457 * caused by the symptoms. 499 * caused by the symptoms.
458 */ 500 */
459 501
460 if(disease->stats.ac!=0) { 502 if (disease->stats.ac != 0)
503 {
461 float scale; 504 float scale;
462 505
463 symptom->value += disease->stats.ac; 506 symptom->value += disease->stats.ac;
464 scale = 1.0 + symptom->value/100.0; 507 scale = 1.0 + symptom->value / 100.0;
465 /* now rescale all the debilities */ 508 /* now rescale all the debilities */
466 symptom->stats.Str = (int) (scale*disease->stats.Str); 509 symptom->stats.Str = (int) (scale * disease->stats.Str);
467 symptom->stats.Dex = (int) (scale*disease->stats.Dex); 510 symptom->stats.Dex = (int) (scale * disease->stats.Dex);
468 symptom->stats.Con = (int) (scale*disease->stats.Con); 511 symptom->stats.Con = (int) (scale * disease->stats.Con);
469 symptom->stats.Wis = (int) (scale*disease->stats.Wis); 512 symptom->stats.Wis = (int) (scale * disease->stats.Wis);
470 symptom->stats.Int = (int) (scale*disease->stats.Int); 513 symptom->stats.Int = (int) (scale * disease->stats.Int);
471 symptom->stats.Pow = (int) (scale*disease->stats.Pow); 514 symptom->stats.Pow = (int) (scale * disease->stats.Pow);
472 symptom->stats.Cha = (int) (scale*disease->stats.Cha); 515 symptom->stats.Cha = (int) (scale * disease->stats.Cha);
473 symptom->stats.dam = (int) (scale*disease->stats.dam); 516 symptom->stats.dam = (int) (scale * disease->stats.dam);
474 symptom->stats.sp = (int) (scale*disease->stats.sp); 517 symptom->stats.sp = (int) (scale * disease->stats.sp);
475 symptom->stats.food = (int) (scale*disease->last_eat); 518 symptom->stats.food = (int) (scale * disease->last_eat);
476 symptom->stats.maxsp = (int) (scale*disease->stats.maxsp); 519 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp);
477 symptom->last_sp = (int) (scale*disease->last_sp); 520 symptom->last_sp = (int) (scale * disease->last_sp);
478 symptom->stats.exp = 0; 521 symptom->stats.exp = 0;
479 symptom->stats.hp = (int) (scale*disease->stats.hp); 522 symptom->stats.hp = (int) (scale * disease->stats.hp);
480 symptom->msg = add_string(disease->msg); 523 symptom->msg = disease->msg;
481 symptom->attacktype = disease->attacktype; 524 symptom->attacktype = disease->attacktype;
482 symptom->other_arch = disease->other_arch; 525 symptom->other_arch = disease->other_arch;
483 } 526 }
484 SET_FLAG(symptom,FLAG_APPLIED); 527 SET_FLAG (symptom, FLAG_APPLIED);
485 fix_player(victim); 528 fix_player (victim);
486 return 1; 529 return 1;
487} 530}
488 531
489 532
490/* grants immunity to plagues we've seen before. */ 533/* grants immunity to plagues we've seen before. */
534int
491int grant_immunity(object *disease) { 535grant_immunity (object *disease)
536{
492 object * immunity; 537 object *immunity;
493 object *walk; 538 object *walk;
539
494 /* Don't give immunity to this disease if last_heal is set. */ 540 /* Don't give immunity to this disease if last_heal is set. */
495 if(disease->last_heal) return 0; 541 if (disease->last_heal)
542 return 0;
496 /* first, search for an immunity of the same name */ 543 /* first, search for an immunity of the same name */
497 for(walk=disease->env->inv;walk;walk=walk->below) { 544 for (walk = disease->env->inv; walk; walk = walk->below)
545 {
498 if(walk->type==98 && !strcmp(disease->name,walk->name)) { 546 if (walk->type == 98 && !strcmp (disease->name, walk->name))
547 {
499 walk->level = disease->level; 548 walk->level = disease->level;
500 return 1; /* just update the existing immunity. */ 549 return 1; /* just update the existing immunity. */
501 } 550 }
502 } 551 }
503 immunity = get_archetype("immunity"); 552 immunity = get_archetype ("immunity");
504 immunity->name = add_string(disease->name); 553 immunity->name = disease->name;
505 immunity->level = disease->level; 554 immunity->level = disease->level;
506 immunity->move_block = 0; 555 immunity->move_block = 0;
507 insert_ob_in_ob(immunity,disease->env); 556 insert_ob_in_ob (immunity, disease->env);
508 return 1; 557 return 1;
509 558
510} 559}
511 560
512 561
513/* make the symptom do the nasty things it does */ 562/* make the symptom do the nasty things it does */
514 563
564int
515int move_symptom(object *symptom) { 565move_symptom (object *symptom)
566{
516 object *victim = symptom->env; 567 object *victim = symptom->env;
517 object *new_ob; 568 object *new_ob;
518 int sp_reduce; 569 int sp_reduce;
519 570
520 if(victim == NULL || victim->map==NULL) { /* outside a monster/player, die immediately */ 571 if (victim == NULL || victim->map == NULL)
572 { /* outside a monster/player, die immediately */
521 remove_ob(symptom); 573 remove_ob (symptom);
522 free_object(symptom); 574 free_object (symptom);
523 return 0; 575 return 0;
524 } 576 }
525 577
578 if (symptom->stats.dam > 0)
526 if(symptom->stats.dam > 0) hit_player(victim,symptom->stats.dam,symptom,symptom->attacktype,1); 579 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
580 else
527 else hit_player(victim,(int) MAX(1,-victim->stats.maxhp * symptom->stats.dam / 100.0),symptom,symptom->attacktype,1); 581 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
528 582
529 if(symptom->stats.maxsp>0) sp_reduce = symptom->stats.maxsp; 583 if (symptom->stats.maxsp > 0)
584 sp_reduce = symptom->stats.maxsp;
585 else
530 else sp_reduce = (int) MAX(1,victim->stats.maxsp * symptom->stats.maxsp/100.0); 586 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
531 victim->stats.sp = MAX(0,victim->stats.sp - sp_reduce); 587 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
532 588
533 /* create the symptom "other arch" object and drop it here 589 /* create the symptom "other arch" object and drop it here
534 * under every part of the monster 590 * under every part of the monster
535 * The victim may well have died. 591 * The victim may well have died.
536 */ 592 */
537 593
538 if(victim->map==NULL) return 0; 594 if (victim->map == NULL)
595 return 0;
539 if(symptom->other_arch) { 596 if (symptom->other_arch)
597 {
540 object *tmp; 598 object *tmp;
541 tmp=victim; 599
542 if(tmp->head!=NULL) tmp=tmp->head; 600 tmp = victim;
601 if (tmp->head != NULL)
602 tmp = tmp->head;
543 for(/*tmp initialized above */;tmp!=NULL;tmp=tmp->more) { 603 for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more)
604 {
544 new_ob = arch_to_object(symptom->other_arch); 605 new_ob = arch_to_object (symptom->other_arch);
545 new_ob->x = tmp->x; 606 new_ob->x = tmp->x;
546 new_ob->y = tmp->y; 607 new_ob->y = tmp->y;
547 new_ob->map = victim->map; 608 new_ob->map = victim->map;
548 insert_ob_in_map(new_ob,victim->map,victim,0); 609 insert_ob_in_map (new_ob, victim->map, victim, 0);
549 } 610 }
550 } 611 }
551 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,symptom->msg); 612 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
552 613
553 return 1; 614 return 1;
554} 615}
555 616
556 617
557/* possibly infect due to direct physical contact 618/* possibly infect due to direct physical contact
558 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 619 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
559 620
621int
560int check_physically_infect(object *victim, object *hitter) { 622check_physically_infect (object *victim, object *hitter)
623{
561 object *walk; 624 object *walk;
625
562 /* search for diseases, give every disease a chance to infect */ 626 /* search for diseases, give every disease a chance to infect */
563 for(walk=hitter->inv;walk!=NULL;walk=walk->below) 627 for (walk = hitter->inv; walk != NULL; walk = walk->below)
564 if(walk->type==DISEASE) infect_object(victim,walk,0); 628 if (walk->type == DISEASE)
629 infect_object (victim, walk, 0);
565 return 1; 630 return 1;
566} 631}
567 632
568/* find a disease in someone*/ 633/* find a disease in someone*/
634object *
569object *find_disease(object *victim) { 635find_disease (object *victim)
636{
570 object *walk; 637 object *walk;
638
571 for(walk=victim->inv;walk;walk=walk->below) 639 for (walk = victim->inv; walk; walk = walk->below)
572 if(walk->type==DISEASE) return walk; 640 if (walk->type == DISEASE)
641 return walk;
573 return NULL; 642 return NULL;
574} 643}
575 644
576/* do the cure disease stuff, from the spell "cure disease" */ 645/* do the cure disease stuff, from the spell "cure disease" */
577 646
647int
578int cure_disease(object *sufferer,object *caster) { 648cure_disease (object *sufferer, object *caster)
649{
579 object *disease, *next; 650 object *disease, *next;
580 int casting_level; 651 int casting_level;
581 int cure=0; 652 int cure = 0;
582 653
654 if (caster)
583 if(caster) casting_level = caster->level; 655 casting_level = caster->level;
656 else
584 else casting_level = 1000; /* if null caster, CURE all. */ 657 casting_level = 1000; /* if null caster, CURE all. */
585 658
586 for(disease=sufferer->inv;disease;disease=next) { 659 for (disease = sufferer->inv; disease; disease = next)
660 {
587 next=disease->below; 661 next = disease->below;
588 662
589 if(disease->type==DISEASE) { /* attempt to cure this disease */ 663 if (disease->type == DISEASE)
664 { /* attempt to cure this disease */
590 /* If caster lvel is higher than disease level, cure chance 665 /* If caster lvel is higher than disease level, cure chance
591 * is automatic. If lower, then the chance is basically 666 * is automatic. If lower, then the chance is basically
592 * 1 in level_diff - if there is a 5 level difference, chance 667 * 1 in level_diff - if there is a 5 level difference, chance
593 * is 1 in 5. 668 * is 1 in 5.
594 */ 669 */
595 if ((casting_level >= disease->level) || 670 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
596 ( ! (random_roll(0, (disease->level - casting_level - 1), 671 {
597 caster, PREFER_LOW) ))) {
598 672
599 remove_symptoms(disease); 673 remove_symptoms (disease);
600 remove_ob(disease); 674 remove_ob (disease);
601 cure=1; 675 cure = 1;
602 if(caster) change_exp(caster,disease->stats.exp, 676 if (caster)
603 caster->chosen_skill?caster->chosen_skill->skill:NULL, 0); 677 change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0);
604 free_object(disease); 678 free_object (disease);
679 }
680 }
605 } 681 }
606 }
607 }
608 if (cure) { 682 if (cure)
683 {
609 /* Only draw these messages once */ 684 /* Only draw these messages once */
610 if (caster) 685 if (caster)
611 new_draw_info_format(NDI_UNIQUE,0,caster,"You cure a disease!"); 686 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
612 new_draw_info(NDI_UNIQUE,0,sufferer,"You no longer feel diseased."); 687 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
613 } 688 }
614 return 1; 689 return 1;
615} 690}
616 691
617/* reduces disease progression: reduce_symptoms 692/* reduces disease progression: reduce_symptoms
618 * return true if we actually reduce a disease. 693 * return true if we actually reduce a disease.
619 */ 694 */
620 695
696int
621int reduce_symptoms(object *sufferer, int reduction) { 697reduce_symptoms (object *sufferer, int reduction)
698{
622 object *walk; 699 object *walk;
623 int success=0; 700 int success = 0;
624 701
625 for(walk=sufferer->inv;walk;walk=walk->below) { 702 for (walk = sufferer->inv; walk; walk = walk->below)
703 {
626 if(walk->type==SYMPTOM) { 704 if (walk->type == SYMPTOM)
705 {
627 if(walk->value > 0) { 706 if (walk->value > 0)
628 success=1; 707 {
708 success = 1;
629 walk->value = MAX(0,walk->value - 2*reduction); 709 walk->value = MAX (0, walk->value - 2 * reduction);
630 /* give the disease time to modify this symptom, 710 /* give the disease time to modify this symptom,
631 * and reduce its severity. */ 711 * and reduce its severity. */
632 walk->speed_left = 0; 712 walk->speed_left = 0;
713 }
714 }
633 } 715 }
634 }
635 }
636 if (success) 716 if (success)
637 new_draw_info(NDI_UNIQUE,0,sufferer,"Your illness seems less severe."); 717 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
638 return success; 718 return success;
639} 719}
640

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