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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.7 by root, Thu Oct 5 16:50:07 2006 UTC vs.
Revision 1.22 by root, Sat May 12 18:38:44 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your 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 GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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 <crossfire@schmorp.de>
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
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
170 168
171 if (disease->env == NULL) 169 if (disease->env == NULL)
172 { /* we're outside of someone */ 170 { /* we're outside of someone */
173 if (disease->stats.maxhp > 0) 171 if (disease->stats.maxhp > 0)
174 disease->value--; 172 disease->value--;
173
175 if (disease->value == 0) 174 if (disease->value == 0)
176 { 175 {
177 remove_ob (disease); 176 disease->destroy ();
178 free_object (disease);
179 return 1; 177 return 1;
180 } 178 }
181 } 179 }
182 else 180 else
183 { 181 {
184 /* if we're inside a person, have the disease run its course */ 182 /* if we're inside a person, have the disease run its course */
185 /* negative foods denote "perpetual" diseases. */ 183 /* negative foods denote "perpetual" diseases. */
186 if (disease->stats.food > 0) 184 if (disease->stats.food > 0)
187 { 185 {
188 disease->stats.food--; 186 disease->stats.food--;
187
189 if (disease->stats.food == 0) 188 if (disease->stats.food == 0)
190 { 189 {
191 remove_symptoms (disease); /* remove the symptoms of this disease */ 190 remove_symptoms (disease); /* remove the symptoms of this disease */
192 grant_immunity (disease); 191 grant_immunity (disease);
193 remove_ob (disease); 192 disease->destroy ();
194 free_object (disease);
195 return 1; 193 return 1;
196 } 194 }
197 } 195 }
198 } 196 }
197
199 /* check to see if we infect others */ 198 /* check to see if we infect others */
200 check_infection (disease); 199 check_infection (disease);
201 200
202 /* impose or modify the symptoms of the disease */ 201 /* impose or modify the symptoms of the disease */
203 if (disease->env && is_susceptible_to_disease (disease->env, disease)) 202 if (disease->env && is_susceptible_to_disease (disease->env, disease))
220 219
221 while ((symptom = find_symptom (disease)) != NULL) 220 while ((symptom = find_symptom (disease)) != NULL)
222 { 221 {
223 if (!victim) 222 if (!victim)
224 victim = symptom->env; 223 victim = symptom->env;
225 remove_ob (symptom); 224
226 free_object (symptom); 225 symptom->destroy ();
227 } 226 }
227
228 if (victim) 228 if (victim)
229 fix_player (victim); 229 victim->update_stats ();
230 return 0; 230 return 0;
231} 231}
232 232
233/* argument is a disease */ 233/* argument is a disease */
234object * 234object *
236{ 236{
237 object *walk; 237 object *walk;
238 238
239 /* check the inventory for symptoms */ 239 /* check the inventory for symptoms */
240 for (walk = disease->env->inv; walk; walk = walk->below) 240 for (walk = disease->env->inv; walk; walk = walk->below)
241 if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM) 241 if (walk->name == disease->name && walk->type == SYMPTOM)
242 return walk; 242 return walk;
243 return NULL; 243 return NULL;
244} 244}
245 245
246/* searches around for more victims to infect */ 246/* searches around for more victims to infect */
274 { 274 {
275 sint16 i2, j2; 275 sint16 i2, j2;
276 mflags = get_map_flags (map, &map2, i, j, &i2, &j2); 276 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
277 277
278 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 278 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
279 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)
280 infect_object (tmp, disease, 0); 280 infect_object (tmp, disease, 0);
281 } 281 }
282 282
283 return 1; 283 return 1;
284} 284}
322 * (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
323 * 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
324 * if you diseased, you can't get diseased more. 324 * if you diseased, you can't get diseased more.
325 */ 325 */
326 326
327 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 327 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
328 { 328 {
329 if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 329 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
330 return 0; /*Immune! */ 330 return 0; /* Immune! */
331 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) 331 else if (tmp->type == DISEASE && tmp->name == disease->name)
332 return 0; /* already diseased */ 332 return 0; /* already diseased */
333 } 333 }
334 334
335 /* 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. */
336 new_disease = get_object (); 336 new_disease = disease->clone ();
337 copy_object (disease, new_disease);
338 new_disease->stats.food = disease->stats.maxgrace; 337 new_disease->stats.food = disease->stats.maxgrace;
339 new_disease->value = disease->stats.maxhp; 338 new_disease->value = disease->stats.maxhp;
340 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 339 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
341 340
342 /* Unfortunately, set_owner does the wrong thing to the skills pointers 341 /* Unfortunately, set_owner does the wrong thing to the skills pointers
343 * resulting in exp going into the owners *current* chosen skill. 342 * resulting in exp going into the owners *current* chosen skill.
344 */ 343 */
345 344
346 if (get_owner (disease)) 345 if (disease->owner)
347 { 346 {
348 set_owner (new_disease, disease->owner); 347 new_disease->set_owner (disease->owner);
349 348
350 /* Only need to update skill if different */ 349 /* Only need to update skill if different */
351 if (new_disease->skill != disease->skill) 350 if (new_disease->skill != disease->skill)
352 new_disease->skill = disease->skill; 351 new_disease->skill = disease->skill;
353 } 352 }
355 { /* for diseases which are passed by hitting, set owner and praying skill */ 354 { /* for diseases which are passed by hitting, set owner and praying skill */
356 if (disease->env && disease->env->type == PLAYER) 355 if (disease->env && disease->env->type == PLAYER)
357 { 356 {
358 object *player = disease->env; 357 object *player = disease->env;
359 358
360 set_owner (new_disease, player); 359 new_disease->set_owner (player);
361 360
362 /* the skill pointer for these diseases should already be set up - 361 /* the skill pointer for these diseases should already be set up -
363 * hardcoding in 'praying' is not the right approach. 362 * hardcoding in 'praying' is not the right approach.
364 */ 363 */
365 } 364 }
432 if (victim->head) 431 if (victim->head)
433 tmp = victim->head->inv; 432 tmp = victim->head->inv;
434 else 433 else
435 tmp = victim->inv; 434 tmp = victim->inv;
436 435
437 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 436 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
438 { 437 {
439 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 438 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
440 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 439 if (tmp->name == disease->name && tmp->level >= disease->level)
441 return 0; /*Immune! */ 440 return 0; /*Immune! */
442 } 441 }
443 442
444 new_symptom = get_archetype (ARCH_SYMPTOM); 443 new_symptom = get_archetype (ARCH_SYMPTOM);
445 444
451 { 450 {
452 int dam = disease->stats.dam; 451 int dam = disease->stats.dam;
453 452
454 /* reduce the damage, on average, 50%, and making things random. */ 453 /* reduce the damage, on average, 50%, and making things random. */
455 454
456 dam = random_roll (1, FABS (dam), victim, PREFER_LOW); 455 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
457 if (disease->stats.dam < 0) 456 if (disease->stats.dam < 0)
458 dam = -dam; 457 dam = -dam;
459 new_symptom->stats.dam = dam; 458 new_symptom->stats.dam = dam;
460 } 459 }
461 460
466 new_symptom->name = new_symptom->name_pl = disease->name; 465 new_symptom->name = new_symptom->name_pl = disease->name;
467 466
468 new_symptom->level = disease->level; 467 new_symptom->level = disease->level;
469 new_symptom->speed = disease->speed; 468 new_symptom->speed = disease->speed;
470 new_symptom->value = 0; 469 new_symptom->value = 0;
470
471 for (int i = 0; i < NUM_STATS; ++i)
471 new_symptom->stats.Str = disease->stats.Str; 472 new_symptom->stats.stat (i) = disease->stats.stat (i);
472 new_symptom->stats.Dex = disease->stats.Dex; 473
473 new_symptom->stats.Con = disease->stats.Con;
474 new_symptom->stats.Wis = disease->stats.Wis;
475 new_symptom->stats.Int = disease->stats.Int;
476 new_symptom->stats.Pow = disease->stats.Pow;
477 new_symptom->stats.Cha = disease->stats.Cha;
478 new_symptom->stats.sp = disease->stats.sp; 474 new_symptom->stats.sp = disease->stats.sp;
479 new_symptom->stats.food = disease->last_eat; 475 new_symptom->stats.food = disease->last_eat;
480 new_symptom->stats.maxsp = disease->stats.maxsp; 476 new_symptom->stats.maxsp = disease->stats.maxsp;
481 new_symptom->last_sp = disease->last_sp; 477 new_symptom->last_sp = disease->last_sp;
482 new_symptom->stats.exp = 0; 478 new_symptom->stats.exp = 0;
483 new_symptom->stats.hp = disease->stats.hp; 479 new_symptom->stats.hp = disease->stats.hp;
484 new_symptom->msg = disease->msg; 480 new_symptom->msg = disease->msg;
485 new_symptom->attacktype = disease->attacktype; 481 new_symptom->attacktype = disease->attacktype;
486 new_symptom->other_arch = disease->other_arch; 482 new_symptom->other_arch = disease->other_arch;
487 483
488 set_owner (new_symptom, disease->owner); 484 new_symptom->set_owner (disease->owner);
489 485
490 if (new_symptom->skill != disease->skill) 486 if (new_symptom->skill != disease->skill)
491 new_symptom->skill = disease->skill; 487 new_symptom->skill = disease->skill;
492 488
493 new_symptom->move_block = 0; 489 new_symptom->move_block = 0;
503 { 499 {
504 float scale; 500 float scale;
505 501
506 symptom->value += disease->stats.ac; 502 symptom->value += disease->stats.ac;
507 scale = 1.0 + symptom->value / 100.0; 503 scale = 1.0 + symptom->value / 100.0;
504
508 /* now rescale all the debilities */ 505 /* now rescale all the debilities */
506 for (int i = 0; i < NUM_STATS; ++i)
509 symptom->stats.Str = (int) (scale * disease->stats.Str); 507 symptom->stats.stat (i) = scale * disease->stats.stat (i);
510 symptom->stats.Dex = (int) (scale * disease->stats.Dex); 508
511 symptom->stats.Con = (int) (scale * disease->stats.Con);
512 symptom->stats.Wis = (int) (scale * disease->stats.Wis);
513 symptom->stats.Int = (int) (scale * disease->stats.Int);
514 symptom->stats.Pow = (int) (scale * disease->stats.Pow);
515 symptom->stats.Cha = (int) (scale * disease->stats.Cha);
516 symptom->stats.dam = (int) (scale * disease->stats.dam); 509 symptom->stats.dam = scale * disease->stats.dam;
517 symptom->stats.sp = (int) (scale * disease->stats.sp); 510 symptom->stats.sp = scale * disease->stats.sp;
518 symptom->stats.food = (int) (scale * disease->last_eat); 511 symptom->stats.food = scale * disease->last_eat;
519 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); 512 symptom->stats.maxsp = scale * disease->stats.maxsp;
520 symptom->last_sp = (int) (scale * disease->last_sp); 513 symptom->last_sp = scale * disease->last_sp;
521 symptom->stats.exp = 0; 514 symptom->stats.exp = 0;
522 symptom->stats.hp = (int) (scale * disease->stats.hp); 515 symptom->stats.hp = scale * disease->stats.hp;
516
523 symptom->msg = disease->msg; 517 symptom->msg = disease->msg;
524 symptom->attacktype = disease->attacktype; 518 symptom->attacktype = disease->attacktype;
525 symptom->other_arch = disease->other_arch; 519 symptom->other_arch = disease->other_arch;
526 } 520 }
527 SET_FLAG (symptom, FLAG_APPLIED); 521 SET_FLAG (symptom, FLAG_APPLIED);
528 fix_player (victim); 522 victim->update_stats ();
529 return 1; 523 return 1;
530} 524}
531 525
532 526
533/* grants immunity to plagues we've seen before. */ 527/* grants immunity to plagues we've seen before. */
541 if (disease->last_heal) 535 if (disease->last_heal)
542 return 0; 536 return 0;
543 /* first, search for an immunity of the same name */ 537 /* first, search for an immunity of the same name */
544 for (walk = disease->env->inv; walk; walk = walk->below) 538 for (walk = disease->env->inv; walk; walk = walk->below)
545 { 539 {
546 if (walk->type == 98 && !strcmp (disease->name, walk->name)) 540 if (walk->type == 98 && disease->name == walk->name)
547 { 541 {
548 walk->level = disease->level; 542 walk->level = disease->level;
549 return 1; /* just update the existing immunity. */ 543 return 1; /* just update the existing immunity. */
550 } 544 }
551 } 545 }
568 object *new_ob; 562 object *new_ob;
569 int sp_reduce; 563 int sp_reduce;
570 564
571 if (victim == NULL || victim->map == NULL) 565 if (victim == NULL || victim->map == NULL)
572 { /* outside a monster/player, die immediately */ 566 { /* outside a monster/player, die immediately */
573 remove_ob (symptom); 567 symptom->destroy ();
574 free_object (symptom);
575 return 0; 568 return 0;
576 } 569 }
577 570
578 if (symptom->stats.dam > 0) 571 if (symptom->stats.dam > 0)
579 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 572 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
598 object *tmp; 591 object *tmp;
599 592
600 tmp = victim; 593 tmp = victim;
601 if (tmp->head != NULL) 594 if (tmp->head != NULL)
602 tmp = tmp->head; 595 tmp = tmp->head;
603 for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more) 596 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
604 { 597 {
605 new_ob = arch_to_object (symptom->other_arch); 598 new_ob = arch_to_object (symptom->other_arch);
606 new_ob->x = tmp->x; 599 new_ob->x = tmp->x;
607 new_ob->y = tmp->y; 600 new_ob->y = tmp->y;
608 new_ob->map = victim->map; 601 new_ob->map = victim->map;
612 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 605 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
613 606
614 return 1; 607 return 1;
615} 608}
616 609
617
618/* possibly infect due to direct physical contact 610/* possibly infect due to direct physical contact
619 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 611 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
620
621int 612int
622check_physically_infect (object *victim, object *hitter) 613check_physically_infect (object *victim, object *hitter)
623{ 614{
624 object *walk;
625
626 /* search for diseases, give every disease a chance to infect */ 615 /* search for diseases, give every disease a chance to infect */
627 for (walk = hitter->inv; walk != NULL; walk = walk->below) 616 for (object *disease = hitter->inv; disease; disease = disease->below)
628 if (walk->type == DISEASE) 617 if (disease->type == DISEASE)
629 infect_object (victim, walk, 0); 618 infect_object (victim, disease, 0);
619
630 return 1; 620 return 1;
631} 621}
632 622
633/* find a disease in someone*/ 623// find a disease in someone
634object * 624object *
635find_disease (object *victim) 625find_disease (object *victim)
636{ 626{
637 object *walk; 627 for (object *disease = victim->inv; disease; disease = disease->below)
638
639 for (walk = victim->inv; walk; walk = walk->below)
640 if (walk->type == DISEASE) 628 if (disease->type == DISEASE)
641 return walk; 629 return disease;
630
642 return NULL; 631 return 0;
643} 632}
644 633
645/* do the cure disease stuff, from the spell "cure disease" */ 634/* do the cure disease stuff, from the spell "cure disease" */
646
647int 635int
648cure_disease (object *sufferer, object *caster) 636cure_disease (object *sufferer, object *caster)
649{ 637{
650 object *disease, *next; 638 object *disease, *next;
651 int casting_level; 639 int casting_level;
660 { 648 {
661 next = disease->below; 649 next = disease->below;
662 650
663 if (disease->type == DISEASE) 651 if (disease->type == DISEASE)
664 { /* attempt to cure this disease */ 652 { /* attempt to cure this disease */
665 /* If caster lvel is higher than disease level, cure chance 653 /* If caster level is higher than disease level, cure chance
666 * is automatic. If lower, then the chance is basically 654 * is automatic. If lower, then the chance is basically
667 * 1 in level_diff - if there is a 5 level difference, chance 655 * 1 in level_diff - if there is a 5 level difference, chance
668 * is 1 in 5. 656 * is 1 in 5.
669 */ 657 */
670 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 658 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
671 { 659 {
672
673 remove_symptoms (disease); 660 remove_symptoms (disease);
674 remove_ob (disease);
675 cure = 1; 661 cure = 1;
662
676 if (caster) 663 if (caster)
677 change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); 664 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0);
678 free_object (disease); 665
666 disease->destroy ();
679 } 667 }
680 } 668 }
681 } 669 }
670
682 if (cure) 671 if (cure)
683 { 672 {
684 /* Only draw these messages once */ 673 /* Only draw these messages once */
685 if (caster) 674 if (caster)
686 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); 675 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
676
687 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); 677 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
688 } 678 }
679
689 return 1; 680 return 1;
690} 681}
691 682
692/* reduces disease progression: reduce_symptoms 683/* reduces disease progression: reduce_symptoms
693 * return true if we actually reduce a disease. 684 * return true if we actually reduce a disease.

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